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Weird Discoveries - Ten Instant Adventures For Numenera
Weird Discoveries - Ten Instant Adventures For Numenera
BY MONTE COOK
WEIRD DISCOVERIES
TEN INSTANT ADVENTURES FOR NUMENERA
™
CREDITS
Writer/Designer Monte Cook
Additional Writing Bruce R. Cordell, Shanna Germain
Editor/Proofreader Ray Vallese
Cover Artist Kieran Yanner
Graphic Designer Bear Weiter
Artists
Brenoch Adams, Jacob Atienza, chrom, Guido Kuip, Eric Lofgren, John Petersen,
Roberto Pitturru, Lee Smith, Ben Wootten, Kieran Yanner
© 2015 Monte Cook Games, LLC. NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Printed in Canada
TABLE OF CONTENTS
Introduction 4
Improv Game Mastering 6
Cypher List 10
Beneath the Pyramid 12
Inside the Pyramid 18
Natural and Unnatural 24
The Spider Knight 30
Please Help Us 36
Guilty! 42
Lost in the Swamp 48
Mother Machine 54
From Here to Sanguinity 60
Escape From the Obelisk 66
Show ’Ems 72
Cheat Sheet 82
Characters 83
INTRODUCTION
It’s Friday night. Your friends have gathered at your house. Someone asks, “What should we
do tonight?” One person suggests watching a movie, but everyone else is in the mood for
Throughout this a game. You’ve got lots of board games, and that seems like the obvious solution, because
supplement, you’ll
they don’t take any more time to prepare than it takes to set up the board and the pieces.
see page references
to various items Those of us who love roleplaying games have encountered this situation a thousand
accompanied by times. We’d love to suggest an RPG for the evening, but everyone knows you can’t just
this symbol. These spontaneously play a roleplaying game, right? The game master has to prepare a scenario,
are page references the players need to create characters, and all this takes a lot of time and thought.
to the Numenera But what if that didn’t have to be the case? What if you could say, “Hey, I know. Let’s play
corebook, where you
Numenera,” without any preparation? What if you could sit down at the table, hand out
can find additional
details about that some pregenerated characters, and—in the time it takes the players to get familiar with
item, place, creature, their characters—be ready to run a scenario that will last the evening?
or concept. It isn’t That was my goal when I sat down to create this product. Basically, I had to recreate what
necessary to look up a published adventure was and how the GM interacted with it. (I say “interact with” rather
the referenced items than “read” because there isn’t time for the GM to read the whole thing carefully—that’s
in the corebook; it’s
an optional way to
the point.) When I did, I realized that the crux of the issue—the real challenge—involved
learn more about the pacing. This will come as little surprise to those who have read some of my other notes
game and provide about game mastering, because I stress that good pacing is probably the most important
additional information trait a GM can have.
to your players. The easiest way to deal with pacing is to make adventures completely linear. First the PCs
do thing A, then thing B, and finally they reach the climax at thing C. However, not only can
that kind of railroading feel heavy-handed, sometimes it just doesn’t work. The PCs might
do A and B, and then head off on their own initiative and never reach C. That’s why it’s so
much better to empower a GM to handle things more broadly. In other words, don’t script
Pacing, page 342 out the adventure so that it must go exactly as the designer planned. Instead, give the GM
a general plan of where things might lead and what the NPCs and whatnot might do, and
then let her go.
For example, say the PCs are looking for a lost explorer in the wilderness, and they come
upon a strange automaton in a valley that knows where the explorer is. Rather than create
a script where the PCs have to ask precisely the right questions, it’s far better to tell the GM
what the automaton knows and how likely it is to share that information. She can take it
from there.
But what if the PCs don’t talk to the automaton at all? What if they hide from it, blow it
up, or do something no one could have expected, like fly over the valley using a cypher and
never encounter it at all? Is the whole adventure thrown out the window?
Well, unless the GM wants to abandon the adventure altogether, she needs another way
to get that information to the characters. That fact drove much of the development of the
format for Weird Discoveries. The players should be allowed to go where they want to go,
do what they want to do, and find interest in whatever they want. But at the same time,
the GM needs to guide things along at least enough so that the group doesn’t spin its
wheels and get frustrated. This meant that in each scenario, certain key factors—which we
Keys, page 8 just call keys—needed to be identified to create a possible throughline so that something
interesting happens while everyone’s at the table.
4
INTRODUCTION
These keys, however, needed to be flexible. The PCs must be able to obtain them
in multiple ways and probably multiple places. The keys might even come in different
forms—a bit of loot scavenged off a fallen foe, something interesting found behind a secret
panel, or a nugget of information learned from talking to the right person.
The door to the room where the cool treasure lies is locked, and the key is in the desk in
the mayor’s office. But what if the PCs never go to the office? The system presented here
allows the GM to quickly determine that the key might be elsewhere: in the pocket of the
wandering warrior or in the lair of the six-legged beast. The GM makes sure it turns up at
the right time (pacing). She makes sure that the key is in a location where the characters
have a chance of coming upon it. That doesn’t mean she forces the players’ hands—just
that the PCs have a chance to find what they need to succeed. That actual success (or
failure) is still very much in their hands.
We’ve all seen it happen while running games. The PCs find some weird object and
obsess over it, even though in the original plan (either the GM’s or the designer’s) it had
little meaning. At the same time, the characters ignore the actual clue they were supposed
to find. What’s a good GM to do? She quickly changes things up so that the object everyone Throughout this book,
is so focused on is the clue they need. Why? Because if she doesn’t, things get bogged you’ll see references to
down and the adventure ends up in a dead end with a table of frustrated players. In other Show ’Ems. These images
words, she does it to control the pacing of the session. It’s still up to the players to use the are designed to be shown
to your players at just the
clue properly. moment they come upon
Weird Discoveries assumes that the GM will do that kind of thing, and it empowers her a particular scene in the
to do so. Each scenario has a number of keys. Either the keys are important to the flow adventure. Show ’Ems
of the scenario or they’re things that are just so cool that you don’t want the PCs to pass are found toward the
them by—perhaps a challenge to overcome, a bit of amazing treasure, or something the back of the book, starting
on page 72.
characters will really need.
So keys help with pacing, give a GM a way to manage the flow of things without being
draconian, and don’t require a lot of prep time. Obviously, the scenarios needed to be
short—just a single session—so the GM didn’t have a lot of reading. Basically, if something For ease of use, this book
doesn’t involve what happens in that session, it didn’t need to be in one of our “instant includes the Numenera
adventures.” We also didn’t want a lot of book referencing or page flipping, so as much as Cheat Sheet (page 82)
and six pregenerated
possible, once the GM spends about five minutes reading the basic info, she never needs
characters (page 83).
to look at anything but a single two-page spread at the heart of each scenario. The spread GMs should feel free to
has a map or a graphic to show the possible progression of events. Any text pertaining to a copy or print those tools
spot on the map is right there on that page. No flipping. ahead of time for players.
To make this work, the scenario write-ups had to be short. Even if we put in a few extra
pages of additional notes and whatnot for people who wanted to use these scenarios
outside of our low-prep goal, we knew we could still pack a lot of them into a relatively
short book, like the one you have now.
The scenarios in Weird Discoveries require a GM to do a little improvisational game Improv Game Mastering,
mastering so she can take a very brief encounter write-up and flesh it out where it needs page 6
fleshing. But frankly, every GM needs to be ready to do that anyway. Rather than a designer
trying to cover every contingency or crazy scheme the players might come up with, perhaps
it’s better to arm the GM with the basics and let her come up with more when needed. If
the PCs sneak by the abhumans, for example, a lengthy discussion of their battle tactics
isn’t really needed.
After figuring out the ideal structure for our scenarios, we realized that we had essentially
rewritten how published adventures are typically presented and used. And our playtests
showed that they are easy and fun to run. We hope that you find that to be true as well.
5
IMPROV GAME
MASTERING
If you’re a game master, you’ve done it informing those who don’t want to make it
without thinking about it. The players came all up on the fly.
up with some idea—big or small—that you Before we go any further, here’s the best
weren’t ready for, and on the spot you came bit of advice you’ll get on this subject: don’t
up with a response, a judgment call, an be afraid. Don’t be afraid to come up with
answer, or whatever was needed. You used whatever the game needs. Fear leads to
improvisation to run your game, and more hesitation, and that slows down the game.
than likely, it worked out wonderfully. It also means that you might not make
Many GMs prefer to run a game with the best decision. Don’t think ahead—
little preparation, making it all up as they just come up with what’s needed at the
go along. Some find this harder. Weird moment. Don’t think about what another
Discoveries is an attempt to bridge that gap GM would do. Don’t think about what the
by empowering those who don’t want to players will think of you. None of that will
spend a lot of time preparing while still help—it will only slow you down.
6
IMPROV GAME MASTERING
Don’t worry about being cliché or Don’t let game concerns trump logic.
obvious. Neither of those things ever ruined Particularly in a game like Numenera, don’t
a game. In fact, sometimes they’re just worry about “breaking the game” or some
what is needed (clichés are used often for a such. If it’s logical that the wealthy NPC
reason). You can always inject a nice dose of whose house the PCs just broke into would
creativity or weirdness later. have lots of valuables to snatch, then he
GMs are called upon to make things up does. It’s probably also logical that he’s got
on the spot all the time—NPC names, place a guard, an alarm, or the like.
names, little details (of people, places, and The scenarios in this book assume that
things), game stats, NPC reactions, the the GM will use logic, so most of the time,
consequences of actions, and more. they don’t provide those kinds of details. If
Sometimes whole adventures. But it’s not the PCs go into a cave, it’s likely dark and
hard. In fact, it’s just the opposite. As the damp and has uneven surfaces. If they go
GM, you almost can’t make the wrong into a tavern, it will have tables, chairs, a
choice. If you say that there’s a bakery in the bartender, and plenty of drinks. Facts like
village, then there is one. Poof! No one can these are rarely given in the descriptions in
tell you there’s not. Weird Discoveries.
7
DEVELOPING LOCATIONS hermit’s cabin isn’t going to be bare—he
You’re in charge of what places look like. lives there and probably has for years.
If you want the leaves of the trees to be He’ll have food, tools, and some useful
orange, they’re orange. Liven up any and equipment like rope or a glowglobe. Never
all scenarios with weird descriptions as the worry about access to mundane items
mood strikes you. A weird tentacled bird in unless it’s somehow important to the
the tree will surprise and delight the players, scenario to do so. The PCs might think of
even if it has no impact on the scenario. getting a glowglobe as “treasure,” but that
If there are no details about a house doesn’t mean you have to manage it.
or another inhabited place, use logic. A At the same time, don’t worry about
describing everything in a location. Allow
the players to do some of that for you. Let
them say, “I could use more rope. Did the
USING THE KEYS old hermit have some lying around?” If
The biggest difference between running the scenarios in Weird it seems logical, say, “Yeah, he has some
Discoveries and running typical published adventures is that you stashed with some tools under the bed.”
need to manage when and where the keys show up. A key might
be an object, a person, or a bit of information. Regardless, the DEVELOPING PEOPLE
GM determines when it shows up in the scenario rather than AND CREATURES
letting the scenario make that decision. Do the same thing with NPCs that you
Another way to look at it: the players and the GM working do with places. Maybe you have nothing
together to create a story is what determines when a key makes more than a name, a level, and a few small
its appearance. details for an NPC, but once she’s on
There are two kinds of keys: those that are probably necessary stage, so to speak, and in the game, she’s
for the completion of the scenario, and those that just make a person and you’ve got to portray her as
things more interesting. such. That’s easy (and often unimportant)
if she’s a cobbler in the village, but it’s more
Keys that are probably necessary. If the PCs need a device to challenging if she joins the PCs on their
open a way into the black pyramid in the first scenario (Beneath mission and stays with them throughout a
the Pyramid), that device is one of the keys. Since the device is whole session or more. Now you have to
crucial to the forward motion of the session, the GM should delve a bit deeper and give her a personality.
pace things so the characters at least have a chance to find it. Likes and dislikes. Goals and motivations.
However, the GM might decide that the device shouldn’t show (If you know an NPC’s goals, you always
up too soon, for fear that the session will end too quickly. This know how she’ll react in a given situation.
is her prerogative and is up to her sense of pacing. Some GMs, That’s why Numenera creature stats include
for example, might want to reward smart play by enabling the motive.) You should also give a little more
PCs to reach their goal early, pacing be damned. thought to what she looks like, what she’s
wearing, and what she’s carrying with her.
Keys that just make things more interesting. These keys are The same is true of creatures. You
almost their own kind of GM intrusion. Such a key might be a might know how a beast acts in battle, but
device that causes harm or makes things more complicated. It occasionally throw in a random detail like how
might be something that helps the PCs (perhaps undoing a key it smells, that it has a huge scar over its eye,
that inflicts harm or complication) but isn’t directly related to or something similar. This affects nothing, but
reaching a successful end of the scenario. it makes things more interesting.
The place you can get tripped up is when
These keys are not crucial, but they make things more fun. the PCs interact with a person or creature
What’s more, they inject drama into the metagame. If the in a way you weren’t expecting. They might
PCs find a strange-looking device, they shouldn’t know talk to the ravenous beast and try to calm it,
automatically that it’s directly related to the plot. Maybe it’s just suddenly threaten the mayor of the village,
a strange device. Worse, maybe it’s dangerous. They’ve got to or sneak around the guards rather than fight
look at it closely to figure out which. them. You’ve got to use logic to figure out
what the creature or NPC will do. How will it
8
IMPROV GAME MASTERING
react? What will it do afterward? This is your can be followed just like a map). The
opportunity as the GM to do some honest- encounters are designed to be short and
to-goodness roleplaying. Put yourself in the easy enough to skim through before play
NPC’s place and decide what it would do, starts.
just as you would if you were playing it as a • Some of the encounters have symbols
character in the game—because you are. designating that one or more of the keys
might be present.
WHEN IT TURNS VIOLENT • Some of the encounters have
You never know when an encounter might predesigned GM intrusions, which are GM Intrusion,
become a combat encounter. Sometimes, all always optional. page 108
you know about an NPC is the level. Always After that essential spread (the meat of the
feel free to assume that an NPC is equipped scenario), you’ll find a section called More
The best way to prepare
logically. If she is in a location or a situation Details. If you’ve got time, reading this will for when the PCs don’t
where danger is likely, she’s probably wearing help flesh out the details—the places, the do what you expect?
armor (usually Armor 1). Lots of people, people, and so on. But nothing in this section Don’t build expectations
not just warriors, can produce some sort of is crucial. The scenario works fine without it. ahead of time about
what they’ll do. Don’t
weapon in a fight by pulling a knife from a Finally, each scenario ends with notes prepare for them to do
boot or grabbing a heavy candlestick from for GMs who want to incorporate it into an one particular thing
a table. Remember, it doesn’t matter what ongoing campaign or place it specifically because then you’re not
caught by surprise when
weapon is used, even if it’s just a punch or in the Ninth World. You’ll also find ideas
they do something else.
a kick—NPCs inflict damage equal to their for further development if you want to keep Keep yourself open.
level unless described otherwise. things going after the adventure is done.
This includes awarding experience points
THE FORMAT OF THESE (XP) for discoveries and actions. None of
SCENARIOS this needs to be read ahead of time. Don’t
The scenarios in Weird Discoveries are even bother with any of it until the session
designed to be easy to use and easy to is over.
grasp with just a quick skim. Each starts
out with a brief summary and a few BRINGING IT ALL
paragraphs that add more detail. Then the TOGETHER This book is divided into
most important salient points are called out I know you. You’re a GM who doesn’t ten “scenarios.” You
will also read the term
again, this time in a bulleted list to help you necessarily want to use these adventures as
“session” many times. In
remember them (and to help you reference impromptu game mastering opportunities. this case, the two terms
them later). You must read all of this and You’re going to sit down and read this entire are synonymous. The
absorb it before play starts. Fortunately, these book ahead of time. You’re going to prepare idea is that each scenario
is the equivalent of one
sections are short and written for easy for these low-prep scenarios. four- to five-hour game
comprehension and retention. That’s okay. It’s your book. Use it however session for three to five
Next, you’ll find a section that details the you want. players.
keys involved in the scenario. The book’s
introduction explains how keys work.
Before play begins, you must have a good
idea of what the keys are, but you don’t
need to know how they’ll show up. In fact,
that’s the point. Where the keys are located
and when they come into play are decided
by the flow of the session.
After the keys, all you have to look at are
the Starting Point and Wrap-Up sections,
which are pretty self-explanatory.
All encounters that the PCs will experience
in the session are found on a two-page
spread, organized in a map or chart (which
9
CYPHER LIST
The following 36 cyphers are ready to use to facilitate running the scenarios in
this book, alleviating prep time and cutting down on the need to reference books
during a session. Use them when you are in need of a “random” cypher.
Level 7 occultic device that can be attached Level 5 anoetic device that can be strapped to
to a glove or gauntlet. One unanchored item one’s wrist. Emits a beam of energy up to a long
Cypher, page 278
your size or smaller within long range is drawn distance, inflicting 5 points of damage from the
immediately to the device. This takes one round. heat. All creatures within immediate range of the
The item has no momentum when it arrives. target suffer 1 point of damage as well.
Level 4 anoetic pill. Grants the ability to see in Level 4 anoetic adhesive patch that activates
the dark for eight hours. when slapped on flesh. Immediately restores 4
points to the target’s Speed Pool.
Level 3 occultic crystal. Tapping into the
datasphere’s knowledge, the user can learn the Level 6 anoetic pair of crystals. When the device
answer to one question. is activated, any sound produced near one crystal
is emitted by the other. Range is unlimited, and
Level 5 anoetic sphere with a single switch. the crystals remain active for 28 hours.
Can be thrown a short distance. Explodes in an
immediate radius, increasing the pull of gravity Level 3 anoetic thick liquid that can easily be
in the area for ten minutes. The difficulty of all applied to a blade or needle. Anyone affected
physical actions attempted in the area is increased by this poison has his vision inverted; for ten
by two steps. Moving through (or out of) the area minutes, all he can see is the inside of his own
is the equivalent of moving a long distance. eyes and optic nerves (effectively, he is blind).
Level 6 anoetic cylinder that projects one egg- Level 6 occultic rod with some switches. When
shaped device up to a long distance. Explodes in activated, the user learns the surface thoughts of
an immediate radius, spraying acid that inflicts 6 all creatures within immediate range. The effect
points of damage. lasts for one round.
10
CYPHER LIST
Level 3 anoetic slimy paste in a tube. Once released, this Level 6 anoetic rod with a crystal tip. Target touched by the tip
organic slime dissolves 1 cubic foot of material each round for falls asleep for ten minutes or until awoken by a violent action
three rounds. or an extremely loud noise.
Level 4 anoetic nanites in a solution in an injector. A creature Level 5 anoetic handheld device. User can teleport up to a long
injected is trained in persuasion for the next 28 hours. distance away and, if desired, bring one other creature of the
same size.
Level 5 anoetic handheld device. Produces a force field that
is up to 20 feet wide and 20 feet tall (6 m by 6 m). Anyone Level 3 anoetic liquid in an injector. If a creature is injected, it
touching the wall is instantly teleported backward 15 feet (5 m). gains +1 to its Speed Edge for one hour.
Level 4 occultic intelligent missile. User chooses a target Level 2 anoetic crystal. Once the device is touched to a
within sight, and the missile tracks and attacks that target. If creature or object, for the next 28 hours, the holder of the
it misses, it continues to attack until it hits or it misses four crystal knows the distance and direction to the creature or
times. If it hits, it injects a poison that puts the victim in a object, as long as it is in the same dimension.
coma for one minute. After waking, the victim remembers
nothing about the previous 28 hours. Level 4 anoetic metal mesh vest. Once activated, the vest keeps
the wearer at a comfortable temperature for 28 hours. During this
Level 6 anoetic set of tubes. Sprays a stream of liquid up to a time, the wearer gains +4 to Armor against cold or heat damage.
short distance. Where it impacts, it forms a cloud of mist in
an immediate radius. All creatures in the cloud drop what they Level 3 anoetic bracelet. Projects holographic images of the wearer
are holding and become horribly sad for one minute, during to confuse attackers. The images appear around the wearer, giving
which the difficulty of all actions is increased by two steps. her an asset to Speed defense actions for ten minutes.
Level 5 anoetic device that can be affixed to a belt. For one Level 2 anoetic liquid in a tube. Hardens and toughens the
hour, the user can float into the air, moving vertically (but drinker’s flesh for one hour, granting +1 to Armor.
not horizontally without taking some other action, such as
pushing along the ceiling) up to a short distance per round. Level 3 anoetic square of thin synth that can be wrapped
The user must weigh less than 250 pounds (113 kg). around a human like a cloak. When activated, the fabric takes
on the colors and textures of everything around the wearer
Level 3 anoetic liquid in an injector. If a creature is injected, for ten minutes. This effect reduces the difficulty of hiding or
the difficulty of its next action is decreased by three steps. sneaking by two steps.
Level 3 anoetic needle that can be inserted into flesh. While Level 4 anoetic small synth cube. When activated by pressing
inserted, it creates a shimmering energy shield around the one side, the cube emits a burst of energy in short range. All
user for one hour, during which time he gains +3 to Armor. poisons, food and water contaminants, and dangerous viral
organisms in the area are immediately eliminated.
Level 2 anoetic sphere. Can be thrown a short distance.
Explodes in an immediate radius, spraying foam that Level 6 anoetic handheld device. Fires a beam at three
extinguishes flame (and smells very bad). different targets within long range at the same time. Affected
targets cower in fear, losing all actions, for two rounds.
Level 3 occultic handheld device. When the user speaks
into the device, her words are translated into all languages Level 5 anoetic ring with a crystal. Allows the user to project a
understood by everyone within immediate range, with the ray of raw force up to 200 feet (61 m) that inflicts 5 points of
audio of each translation aimed at the appropriate listeners. damage from the impact.
Functions for four hours.
11
BENEATH
THE PYRAMID
BRIEF SUMMARY dinner. That night, however, the rukomol
Codun can be located Valuable creatures are stolen away by a belonging to Uolis and two others
anywhere near a desert or
mysterious mist, and the PCs investigate mysteriously disappear when a thick blue
wilderness area.
a ruined city beneath an ancient floating mist rolls in. Uolis begs the PCs to help find
pyramid in hopes of retrieving them. his prized mount.
A little investigation reveals the severed
DETAILS leg of one of the missing creatures in the
East of the town of Codun lies a racetrack caves used as stables near the racetrack.
a half mile around. Here, locals race 14- Further, it acts as a sort of sensor, indicating
All rukomol racers are
very small in stature. Two foot (4 m) biomechanical insects called which direction to travel to find the rukomol
racers ride each beast, rukomol. The PCs happen into town and it belonged to.
one steering the head and spend some time at the races. They get to The PCs can follow this biomechanical
one prodding the back to
get the creature to run
know the most prestigious racer, a man divining rod to a ruined city of stone
faster. named Uolis, and share in his celebratory beneath a glistening black pyramid from the
12
BENEATH THE PYRAMID
prior worlds. The pyramid floats 80 feet (24 STARTING POINT
m) above the ground, and the 100-year-old Reveal Show ’Em A to the players. Show ’Em A, page 72
abandoned city lies directly beneath it. This
is called the City in Shadow. In the ruins, the Traveling two days from Codun, the PCs
PCs must discover a way to reach and enter see the black pyramid nestled in a break
the pyramid, for that is where they will find in a stony ridgeline. As they get closer, it
the stolen beasts, the device that created becomes clear that a ruined city of stone
the mist, and the perpetrator. walls and towers lies beneath the pyramid.
Jiale is an odd numenera expert who The city was built by Ninth Worlders
explored the black pyramid with two precisely in the shadow of the pyramid
bodyguard companions. When he found when the sun is directly overhead, leaving
the device that created the blue mist, he most of it perpetually dark. Why they did
sent it out to retrieve mechanical parts he this, and why they later abandoned it, is
needed to repair one of his cyphers. About unclear. The city has three entrances: on the Describe the ruined
ten hours before the PCs arrived in Codun, west, on the north, and on the south. The city like a maze of
interconnected buildings,
the mist reappeared in the pyramid with PCs can use whichever they wish.
all without roofs.
three rukomol. Jiale turned his attentions
elsewhere in the pyramid, assuming the THE WRAP-UP
blue mist retrieval system to be faulty. Inside the pyramid, the room next to the
It isn’t. As biomechanical creatures, the entrance (the one Jiale and his companions
rukomol do have the components he needs, now occupy) has a level 6 device that
but he doesn’t realize it. creates the blue mist. It can also return the
components (the rukomol) to the place
SALIENT POINTS: where it found them. The rukomol are in Rukomol: level 3;
• Codun’s racetrack and the rukomol the chamber and are generally unhappy and health 18; Armor 2; long
movement
stables (found in a series of caves) are confused. Getting them out of the pyramid
east of the town. and back to Codun conventionally will
• Uolis is one of the premier rukomol involve a lot of beast handling and careful
racers. planning on the PCs’ part.
• The leg of one of the biomechanical
creatures was severed in the mist,
and it can lead the PCs to the missing
rukomol.
• The city beneath the pyramid is
abandoned, but of human construction. KEYS
The pyramid is from the prior worlds. This scenario has two keys. Both are likely devices found in the
• The PCs need to get inside the pyramid. City in Shadow.
• Very likely, the PCs can’t get inside the
pyramid without the right key. Something that moves a character up to the floating
• The blue mist is part of a numenera pyramid. This is a psychokinetic effect, and after its main
system in the pyramid for retrieving use, the key functions as a level 3 artifact that can move
mechanical parts at a distance. a human-sized object or creature a short distance if it is
• An explorer named Jiale used the blue within long range. It has a depletion of 1 in 10.
mist to capture the rukomol, but it was
essentially an accident. Something that allows access to the interior of the
pyramid. This probably just opens a door on the
underside of the structure.
13
CORPSES
Three dead humans lie decaying
in the ruins. They have been dead
CODUN for a few days and are infested with
The town has a population of 10,000 and
maggots and other carrion eaters.
lies at the edge of a desert.
In addition to standard gear and
The blue mist that steals away the rukomol weapons (including three explorer’s
comes at night. The journey to the City packs), the PCs can find a device or
in Shadow takes about fourteen hours of a clue to the location of a device that
travel—the better part of two days. serves as either one of the KEYS.
GM Intrusion: A group of eight margr The corpses also have 11 shins and a
ambushes the PCs while they travel random oddity.
through the desert.
16
BENEATH THE PYRAMID
lifeless. Here and there, explorers find the
remains of rotting wooden furnishings or
old sculptures.
IN THE PYRAMID
Jiale and his companions have only just
begun to explore the pyramid and probably
used the same entrance the PCs did. They
are a nefarious group, and Jiale is a little
mad. Even if the PCs talk to them rather
than engage in violence, these three likely
try to bully, betray, trick, or steal from
anyone they come across.
The interior of the pyramid is sprawling
and weird, a maze of machinery and
mysterious technology—much of it still
active, but some quite ruined. The two Shadow lies to the south, within Matheunis.
chambers in this scenario are just the This is a cold desert, with rocky, windswept
Matheunis,
beginning. More can be found in Inside the terrain. page 208
Pyramid (page 18).
FURTHER DEVELOPMENT
USING THIS IN A Read this section after the session is over.
CAMPAIGN The PCs should earn 2 experience points
Read this section only if you’re using the (XP) for discovering the rukomol (and
scenario in a campaign (and thus less likely returning them), and 2 XP for discovering
to be under time pressure). the machine that creates the blue mist.
In an ongoing campaign, the GM could There are two ways to succeed at the
take more time to create a friendship mission. The PCs can use the device in the
between the PCs and Uolis (and Tallek). pyramid to return the rukomol to Codun, or
This might occur as the PCs take part in they can get the beasts out of the pyramid
other, unrelated explorations around Codun physically and lead them back to town
or perhaps guard Uolis after a racing rival overland.
makes threats against his life. The idea is Further exploration of the pyramid is
to make the disappearance of his beloved possible and in fact is the subject of the
rukomol so powerful that the PCs take on scenario Inside the Pyramid (page 18). After
the recovery mission of their own initiative. the PCs return to Codun, if the people learn
Codun could become a centerpiece to an some of what they found, Ghordra may wish
ongoing campaign, with the PCs returning to mount another expedition to the City in
to relax and enjoy the races from time to Shadow. If the PCs are willing, she and three
time. One way to accomplish this is to have other villagers go with them to explore the
Uolis be so grateful for the safe return of area further. The GM can introduce a new set
his rukomol that he buys the PCs a house of interesting encounters there, perhaps with
in town. more details about the inhabitants of the
city, why they built it, and why they left. It is
PLACEMENT IN possible to dig around and find information
THE NINTH WORLD about such topics, but the nature of the far
Codun and the City in Shadow can be older pyramid should remain mysterious.
located wherever the GM needs them. But
in the absence of other constraints, Codun
Pytharon Empire,
lies near the center of the southern border page 161
of the Pytharon Empire, and the City in
17
INSIDE
THE PYRAMID
BRIEF SUMMARY out. A Speed defense roll is required to
The PCs explore the interior of an ancient resist for each eye, and characters move one
complex looking for valuables and a safe step down the damage track per eye lost.
exit. The living conduit then feeds on the eye(s)
it takes.
DETAILS Once this happens, the creature attempts
This scenario can be used on its own or as to convince the characters to betray one
a continuation of Beneath the Pyramid. If another and force their comrades to open a
it’s used on its own, the PCs discover an valve.
ancient pyramid of some black substance It’s important to remember that this isn’t
that floats 80 feet (24 m) in the air. By mind control. It’s an interaction. The living
activating a numenera mechanism beneath conduit will attempt to negotiate and even
it, the characters are teleported into the bribe the PCs to do what it wants, and it
pyramid. Now they must find their way out, knows everything there is to know about
perhaps discovering some valuables along the interior of the pyramid. Thus, perhaps
the way. a character could get information from the
If the scenario is used as a continuation being, but it is difficult to trick.
of Beneath the Pyramid, assume that the After a while, particularly if it’s being
entrance the PCs used to get in seals shut rejected, the living conduit will begin to use
and can’t be easily opened. threats rather than bribes and sweet talk. It
The encounters within the pyramid are can solidify or shatter time around a single
strange, involving all kinds of interactions creature. Solidified time effectively freezes
with the numenera. Prevalent throughout the character (in stasis, unable to act or be
Living conduit: level the pyramid is the living conduit—a sort affected by anything), and shattered time
5, resists trickery and of energy flow that runs through many makes the character disappear from reality.
lies as level 7; immune
to physical attacks; as
locations within the structure via a network These effects last about as long as the PCs
an action, freeze or of transparent tubes. It is a living creature have been in the pyramid on their current
temporarily annihilate and likely the greatest danger that the PCs visit, so the longer they stay, the stronger its
one creature that fails a will face in the pyramid. potential hold on them.
Speed defense roll
Every time the PCs enter a chamber that
Being trapped inside the contains the living conduit, it attempts to SALIENT POINTS:
pyramid is not crucial to call to one of them telepathically. It has a • The PCs are in the pyramid and don’t
the scenario. If the PCs
soothing, charming mental voice and tries have a clear exit.
have their own way out
(teleporting, phasing, or to convince them to stand near one of the • The exit lies beyond a sealed door, which
cutting their way free, for tube system’s many special valves. It then requires a specific key to open.
example), that’s fine. The instructs them how to open the valve. If • The living conduit is living energy,
point is to explore and
discover things within
they do, the creature exits momentarily and intelligent and telepathic.
the strange, ancient attacks. Energy tendrils grip at one or both • The living conduit constantly tries to
structure. of the character’s eyes and try to tear them convince one of the PCs to open a valve,
18
INSIDE THE PYRAMID
from which it attacks and feeds on the chamber that is a cube approximately 50
character’s eyes. feet (15 m) to a side. A bit of debris lies
• The living conduit can freeze characters on the floor. All surfaces are metal, and
or make them disappear. control panels, consoles, and unidentifiable Ultraterrestrial creature:
machinery is everywhere. level 4, Speed defense
as level 5; health 18;
STARTING POINT burning touch inflicts
If this scenario follows Beneath the Pyramid, THE WRAP-UP 2 points of Might
the starting point is the chamber of the blue Whenever the PCs get out, they are likely damage and 2 points
of Intellect damage
mist machine. done with the scenario. However, if they
because its existence
If this scenario does not follow Beneath want to go back in for more exploration, is fundamentally
the Pyramid, the PCs have just entered the there’s little stopping them. incompatible with
pyramid. They stand within a large, empty creatures of this physical
or mental state of being
KEYS
This scenario has four keys, all of which are likely weird devices
in the pyramid.
19
STUTTERING DEVICE WARPING BUBBLES
Projecting from the wall, a set of spindly mechanisms pulses A metal cylinder 3 feet (1 m) tall floats in midair
with jolts of energy that arc from one spindle to the next, stop, here. It produces a bubble at the top made
and start again intermittently. The KEY is an object that is of an amorphous substance that inflates and
currently a component of the mechanisms and must be removed deflates as though it is breathing. If the bubble
(a level 6 task). A failed attempt to remove the KEY indicates is touched at all, it pops, creating a spatial warp
that those working at it are jolted with energy and take 4 points that takes the cylinder and all within immediate
of damage. Further, they become fused to the floor and whatever distance to an empty chamber in the pyramid.
they’re touching (including their gear), having been molecularly The machine is otherwise level 5.
bonded to it. This effect is removed when a victim suffers at least If the KEY is here, it is a glowing crystal cube
1 point of damage from another energy source. within the cylinder.
Loot: There are 20 shins and two cyphers to be scavenged here.
ENTANGLED MACHINE
A cylindrical automaton (level 2) with
seven spindly limbs struggles here,
wrapped in cables and wires and half
buried in debris. If freed (a level 4 task), it
immediately trundles off to the Stuttering 50 Feet
Device and then rests quietly. 15 m
Beneath the debris is a small black
pyramid of the same material and
proportions as the main pyramid. If one
of the KEYS is here, it is this pyramid.
ENERGY POOL
A circular pool of liquid, 18 feet
(5 m) across and surrounded by
a small lip, is highly infused with
some kind of energy. Anyone who
touches the liquid takes 4 points
of damage. However, immersing
a depowered machine in the pool,
including a used cypher of an
appropriate type, recharges the Living Conduit
device. This works only four times
in a given 28-hour period. If the KEY
is here, it is an object from another
area that must be immersed in the MOSTLY EMPTY CHAMBER
pool to perform its needed function. This chamber offers little of interest other than a green synth cube amid the
GM Intrusion: The device placed in debris, which may be one of the KEYS.
the pool overloads and explodes, GM Intrusion: If the explorers pass through this chamber a second time,
destroying the device and inflicting 3 a panel in the ceiling opens and a sphere (level 3) drops out. The sphere
points of damage to the character. is 4 feet (1 m) across, transparent, and filled with thick, dark fluid. The
character must make a Speed defense roll to avoid being struck for 3 points
of damage and knocked prone. There are things moving around in the
fluid, and if anyone speaks to the sphere or the creatures inside, the sphere
disappears, and the fluid and creatures spill out. The creatures are four
Steel spider, steel spiders that are actually automatons. If released from the sphere, they
page 260 attack and fight to the death.
INSIDE THE PYRAMID
TELEPORT PLATFORM
Reveal Show ’Em D (page 73) to the players. THE NADRALIX
Suspended by chains, a circular platform of blue glass hangs Floating in a beam of light, an
8 feet (2 m) off the floor. Symbols of light flash on the floor, impossible cube about 10 inches (25
and the characters receive a telepathic notice that says the cm) to a side slowly spins in the air.
symbols mean “choose your destination.” The platform (level The cube has nine sides and seven
8) can transport everything on it anywhere if that location is corners. Staring at it shakes the
known to someone on the platform, but the first person who sanity of three-dimensional minds,
thinks of a location makes the choice for everyone else on the so characters must make Intellect
platform as well. defense rolls or suffer 5 points of
Intellect damage. Success means
that the character gains some
Interior of the Pyramid kind of fundamental insight of the
GM’s choosing. Only one insight is
gained, however.
If the KEY is here, it is an abstract
concept that, once entered into a
human mind, produces the resultant
effect and even the resultant object,
if applicable.
Living Conduit GM Intrusion: The character’s mind
is so overwhelmed that she has a
psychic break and develops a new
weird quirk, phobia, obsession, or
the like. For example, a character
might fear words that begin with the
letter L, need to count the number
of birds in the sky every noon, or
feel the need to wash her hands
whenever she smells cloves.
ORGANIZERS
In this huge chamber, twelve
inverted cones of synth stand 14
feet (4 m) high, each filled with
narrow slots. Next to each cone, an
automaton arranges and rearranges
square synth plates within the slots,
endlessly. There are thousands, if
not millions, of these plates. The
twelve automatons (level 3) are
ungainly, multiarmed things of
SEALED DOOR metal and glass that ignore the PCs.
Reveal Show ’Em C (page 73) to the players. Any KEY here can be obtained by
This door is level 8 and will not open by normal means. If touched with the proper interacting with the harried, logical,
KEY, it slides open silently. and obsessive automatons. They
Touching the door without the proper KEY causes a device above the door to glow. can provide the location of the
From the glow, an energy creature (level 5) emerges and attacks, fighting to the object (elsewhere in the pyramid) if
death. It is vaguely in the shape of a serpent the size of a human, but with wings convinced to stop their organizing
and tendrils. Anyone touching the creature or striking it with melee attacks suffers long enough to talk.
4 points of damage from energy feedback. It can use its action to disappear and
reappear anywhere within long range. A new energy creature appears each time the
door is touched without the proper KEY, but never more than once every ten minutes.
GM Intrusion: The energy creature enters the body (and mind) of the character, who If you have time, read “More Details” on page 22 for
information and ideas to enhance this scenario.
must succeed at an Intellect defense roll or become possessed, doing whatever the
creature commands—namely, attack those attempting to open the door.
MORE DETAILS EMPTY AREAS
Read this section if you have time. The map has many empty rooms that are not
marked with descriptive text. Like the rest of
ALTERNATE START the structure, these chambers have debris
If the GM doesn’t want to start the scenario on the floor. All surfaces are metal, and
inside the pyramid, the characters can start control panels, consoles, and unidentifiable
in a nearby village named Gristen, where machines are everywhere. Scavengers might
they hear tales of the strange structure to be able to find 1d10 shins in each area, but
the west. If a stronger hook or motive is this takes at least ten minutes.
required, the PCs might be commissioned GMs are welcome to add more details
by a man named Gulvaris to enter the to these areas, although doing so means
pyramid and retrieve a charged power the pyramid exploration will probably take
source for a device he is building. This longer than a four-hour session.
device is found in one of the unlabeled
chambers, but it is depowered and must be USING THIS IN A
charged in the energy pool. CAMPAIGN
Read this section only if you’re using the
PYRAMID INTERIOR scenario in a campaign (and thus less likely
The pyramid is full of debris—time is slowly to be under any time pressure).
destroying it from the inside out, although The pyramid can double as the interior
the degradation of systems and materials of any ancient technological installation the
seems uneven and haphazard. GM desires. Since stumbling into a weird
Stranger still, time seems to move at structure from the past is a fairly common
different speeds in the pyramid. This is experience for a Ninth World explorer, that
probably unnoticeable to explorers 99 percent makes Inside the Pyramid pretty useful.
of the time, but occasionally they might see Many GMs will want to hold it in reserve
strange “glitches” like a vague stuttering effect until it’s needed to fill that role.
in reality, PCs missing what other characters Within the context of a campaign, it’s
said, PCs seeming to move a bit slowly or easy to imagine that the PCs need or want
freeze for half a second, and so on. something specific within the pyramid.
This time distortion is very likely an effect It may be one of the KEYS—the one that
of the living conduit, a being that observes turns into an amorphous creature would
and influences much of what happens be interesting, for example—or something
inside the pyramid. the GM places in one of the chambers or
adds as a fifth KEY. It might be something
the characters need to craft or repair a
numenera device, or something they
were commissioned to find by a wealthy
Nevajin, page 248 benefactor or a lonely nevajin in the
wilderness. Perhaps it’s an important clue
for a much larger investigation or quest.
Alternatively, maybe the PCs enter the
pyramid to hunt for a previous explorer
who has not returned, sent by her friends or
relatives to find her or recover her body.
PLACEMENT IN
THE NINTH WORLD
The black pyramid can be located wherever
the GM needs it. Otherwise, it floats above
Pytharon Empire,
the City in Shadow that lies just beyond the
page 161
southern border of the Pytharon Empire,
22
INSIDE THE PYRAMID
within Matheunis. This is a cold desert, with made a powerful and strange enemy. If they
rocky, windswept terrain. return to the pyramid later, they might face
further confrontations and interactions with Matheunis,
FURTHER DEVELOPMENT the entity—remember, it runs through the page 208
Read this section after the session is over. entire structure. What’s more, as a result
The PCs should earn 1 experience point of encountering explorers from beyond its
(XP) for discovering the energy pool, 2 XP confines after so long, the living conduit
for discovering the Nadralix, and 2 XP for might find a way to extend its awareness
discovering the teleportation platform. beyond the pyramid. Perhaps it does this
More chambers exist within the pyramid through the devices—cyphers, artifacts,
than are detailed here. GMs can expand or oddities—that the PCs took out of the
the pyramid to be as vast as they want. In pyramid.
fact, the interior is very likely larger than Eventually, it learns to communicate
it appears and isn’t confined to a pyramid and use its time-distorting abilities away
shape. The structure certainly holds more from the pyramid to force people to come
strange discoveries and treasures, not to to the black structure. Once it begins to
mention more dangers. devour eyes at a distance through energized
If the GM wants to make it easy to return devices it has come into contact with (or
to the pyramid to explore further, she can devices that have come into contact with
adapt the teleportation platform. While the PCs, as it spreads like a virus), its power
investigating the platform, numenera- grows considerably. If this happens, the only
savvy PCs might discover that it can be way to defeat the creature is to destroy the
reconfigured so that a keyed device will allow pyramid. That involves finding a chamber at
the user to teleport back to the platform from the apex with a powerful lens and conductor
another location. Cobbling together such a that can channel energy directly from the
device is a level 5 task if the character is in sun, creating a massive explosion that
that chamber, and level 7 if elsewhere. will destroy the pyramid, the city below it,
The living conduit is almost impossible and the surrounding area. Reaching the
to truly destroy without destroying the teleportation platform before the explosion
entire pyramid. If the PCs angered it, they’ve would basically be the only way to survive.
23
NATURAL AND
UNNATURAL
Iani: level 4; Speed
defense, jumping, and
balancing as level 5; Armor
BRIEF SUMMARY looking for thirteen specific devices that
2; move a long distance Strange creatures stole the only source of they call “the Legacy,” though no one but
each round; as an action, fresh water a village has, and the PCs must the iani understands what that means.
can absorb any device it travel into their lair to retrieve it. While investigating the human village
touches. As another action,
it can use the absorbed
of Adderstal one night, a band of iani
device (if applicable) DETAILS discovered a powerful device in the
as though the device After dwelling motionless in darkness for pool around which the village is built: a
were a natural part of it. millennia, creatures that call themselves the condenser that transforms air into clean,
Given ten minutes, it can
transfer the abilities of the iani have begun venturing out into the lands fresh water. The condenser is vital to the
absorbed device to all iani. around their cavernlike lair. The iani are residents, for all the water within a day’s
It can also reject a device evolved mechanisms with both mechanical travel is contaminated and unfit to drink.
and spew it out again.
and biological aspects. They have the Unfortunately, the iani took the device.
Guyan: level 5, seeing ability to absorb mechanical devices and Guyan, the leader of Adderstal, begs
through lies as level 4 assimilate them into their bodies. They are the PCs for help when they pass through
24
NATURAL AND UNNATURAL
looking for supplies. The condenser’s get food and drink, and a small marketplace
already been gone for three days, and things where they can buy common items. (No
are looking dire. The lone Aeon Priest in the cyphers or artifacts here, however.)
village, Kuipania, will reward the PCs with Guyan, the village leader, recommends Kuipania: level 6,
a unique gift if they help. She can make that the PCs speak to Miola Broun or Narv numenera-related tasks
as level 7
elaborate tattoos that, when complete, the butcher for information, as they both
permanently provide +1 to Armor when the claim to have seen the culprit who stole
subject is otherwise unarmored. The tattoos the condenser. Guyan can also show them
cover much of the person’s body and take where the condenser sat, in a round pool Thyrans are level 2
creatures with both
a full day to complete for each subject. that was recently filled with water but is avian and mammalian
(The tattoos are laced with an array of now empty. The condenser was about as big features, not unlike
microscopic, heat- and sweat-powered force around as a large man’s torso and weighed feathered goats. They are
known not only for their
field projectors that work in conjunction, 100 pounds (45 kg). The villagers have
milk and meat, but also
but they are canceled out by lots of other neither the knowledge nor the parts to build for the blue pearls found
heavy materials, like armor.) a replacement. within the feathers of
To learn what happened, the PCs need very old individuals.
to talk to a few people in Adderstal, follow THE WRAP-UP
a trail of clues that lead to Old Woman’s The best-case scenario is that the PCs
Bridge, and eventually find the ancient deal with the iani one way or another and
cavern in the woods where the iani dwell. return to Adderstal with the condenser. It
There, the characters can either do battle is possible that they find another way to
with the iani or negotiate for the return of decontaminate the local water supply, and
the condenser. that’s a successful end as well. However,
if someone doesn’t do something within a
SALIENT POINTS: week, the villagers will have to leave the area
• Adderstal is a village located in a to find water.
region where the water sources are
contaminated.
• Adderstal relies on a condenser device
for water, and it is now gone.
• The leader of the village, Guyan,
promises that the Aeon Priest, Kuipania,
will reward the PCs for helping with
tattoos that give protection.
• The condenser was taken by
biomechanical creatures called the iani.
• The iani are intelligent but have little KEYS
experience with the world at large (and This scenario has three keys, two of which are sources of
humans in particular). information, and one of which is an object.
• The iani can absorb mechanical devices.
• The iani dwell in a cavern the PCs must Someone who knows the location of the iani cavern.
find in order to retrieve the condenser.
Someone who saw the iani in the village so the PCs know
STARTING POINT what to look for.
Adderstal is home to a few dozen families.
It is built like a set of circles surrounding Something the iani desire. This is one of the devices the
the pool constructed to hold the water iani call “the Legacy.” It has no value to anyone but them.
produced by the condenser. The people are
hunters, herders, and craftspeople, and If an encounter has the potential to include a key but does not,
there are twice as many thyrans as people. it may have a few random cyphers instead, depending on the
The village has a common house where flow of the session. Overall, the entire scenario should offer the
the PCs can rest, a tavern where they can PCs four to six cyphers.
25
RELLIN MOR
Rellin (level 5) is a loner. He tends a flock of thyrans and keeps to himself. He’s
young and tall, with a prominent nose, and he’s blind in one eye. His clothing is
adorned with blue thyran pearls.
If Rellin is the KEY, he tells the PCs that he recently found strange tracks in the
woods, and they lead from the village to somewhere south, on the other side of
Old Woman’s Bridge. He wears a disk around his neck like a medallion. This is
either the object KEY or a random cypher.
Whether or not Rellin is the KEY, he is a mutant with incredible density that gives
IANI CIRCLE him +3 to Armor and lets him deal 3 additional points of damage. He also treats all
Eight iani can be found deeper in the cave. They strength-related tasks as if he were level 7. Rellin is terrified that his true nature will
do not really care about the condenser they be discovered and that he’ll be exiled, persecuted, or killed. He probably assumes
absorbed and will return it if the PCs manage that a bunch of strangers coming to ask him a lot of questions are on to him and
to open up lines of communication and offer pose a serious threat.
something in return. There is no roll needed if
the object KEY is offered to them. GM Intrusion: The character notices something suspicious, like the deep footprints
Rellin leaves when he walks, and Rellin reacts with violence.
GM Intrusion: All the recent activity in the
cavern triggers a cave-in. The character must
make a difficulty 4 Speed defense roll or suffer 3
points of ambient damage and end up trapped
under rubble that will take hours to clear. THE BEFOULED RIVER Outside
The river here is pale yellow, contaminated by a of Town
broken pipe of ancient origins that spills toxic
chemicals into the water. Drinking this water
is dangerous and results in 1 point of Speed Outside
damage per drink. The river is neither deep nor of Town
fast moving.
The local wildlife have adapted to the water, but
humans and the creatures they brought with
them to the area (thyrans) have not.
Outside
OLD WOMAN’S BRIDGE of Town
The bridge is stone and provides a safe way to
cross the contaminated water. Eight bandits
(level 2) and their leader (level 3) hide here
CAVERN ENTRANCE to waylay travelers. They demand all the PCs’
Reveal Show ’Em E (page 74) to the players. valuables. They flee if more than half of them
The cavern is wide and open, situated near fall in battle.
some ancient, overgrown ruins. Decaying The leader carries a green glowing rod that might
wreckage of metal and synth fills the cavern and be the KEY or might be just a random cypher.
covers the ground outside.
The road from here runs right by the iani cavern.
Reveal Show ’Em F (page 74) to the players.
Two iani watch over the entrance. They attack
clearly hostile intruders.
GM Intrusion: One of the iani has absorbed a
magnetic pulse device. The character’s metal
weapon is ripped from his hand and tossed
a short distance away. If the character is YAMI IN THE WILDERNESS
wearing metal armor, he is tossed backward If the PCs didn’t encounter Yami Chetris
an immediate distance, is knocked prone, and (level 2) in Adderstal, they should meet her
suffers 1 point of ambient damage. outside of town, trapped on the wrong side of
the river because she’s afraid of the bandits
blocking Old Woman’s Bridge. If she is the
KEY, she can tell the characters that she saw
creatures she had never seen before hanging
around a large cave mouth in the woods, which
she can lead them to. She describes the iani as
“machines acting like animals.”
MIOLA BROUN NATURAL AND UNNATURAL
Miola (level 3) is a baker who sells her wares out of her house. She is
stout and middle-aged, as well as talkative, opinionated, and overall
negative about most things.
If Miola is the KEY, she says that the night the condenser disappeared,
she saw strange “unnatural hounds” prowling the streets, poking NARV THE BUTCHER
around in nooks and crannies, and scaring her half to death. These, of Narv (level 5) is a tall, thin, older man who works with his
course, were iani. She also mentions that Charmele might be involved daughter, Junni, and a local boy named Redis to provide the
somehow—she says that the woman is not at all trustworthy. village with meat. He is reticent and assuming.
If Miola is not the KEY, she’s a liar looking for attention and knows If Narv is the KEY, he can potentially be convinced to admit
nothing about the situation. But that doesn’t mean she won’t make that he saw mysterious creatures the night the condenser
up something. She hates Charmele and is wont to blame her for the disappeared. He says they were not natural creatures—
condenser’s mysterious disappearance. more like automatons, but “sort of alive automatons,” as
he calls them. These, of course, were iani.
GM Intrusion: People keep coming to Miola to buy bread or other
goods, so she spends lots of time talking to her customers about a If Narv is not the KEY, he tells the PCs that what they heard
variety of (boring, unrelated) things, making it very difficult to keep is incorrect—he didn’t see anything. However, he might
her focused on the matter at hand. recommend to characters he likes that they talk to one of
the Chetris children. He thinks they might know something.
Adderstal
CHARMELE
Charmele (level 4), tall and attractive,
is the owner of the dairy. Her extended
family owns a number of thyrans, and
their milk is used for cheese and butter as
well as for drinking. It’s certainly true that
she’s profited by the absence of potable
water, but she’s no thief. More important,
any advantage she has in selling milk in
lieu of water is short lived—she needs
water for the dairy to function.
However, Charmele might suggest that
the PCs talk to Rellin Mor and Oane
Crawfur for knowledge of the comings
and goings beyond the town itself.
Outside of Town
THE CHETRIS FAMILY
Huni and Estrin Chetris (both level 3) have a family of six children
and live with Huni’s aunt Fennia (level 1).
If the family is the KEY, Yami Chetris (level 2), the 15-year-old
OANE CRAWFUR daughter, says that she was out hunting one day and saw creatures
Oane (level 4), a trapper, is young and wiry, with she had never seen before hanging around a large cave mouth in the
only moderate social skills at best. If she is the woods. She describes them as “machines acting like animals.”
KEY, she has seen strange creatures crossing If the family is not the KEY, they waste a lot of time providing useless
Old Woman’s Bridge recently. She calls them or contradictory information. However, Estrin recommends that the
“biomechanical animals.” These, of course, PCs speak to Rellin Mor.
were iani. The family has plenty of old junk piled behind their house. The object
GM Intrusion: Oane is in love with Guyan, and KEY might be there, as well as up to three cyphers or oddities. Huni
she gets it into her head that the character is a might be willing to trade.
rival for the leader’s affections. She won’t talk
until convinced otherwise.
If you have time, read “More Details” on page 28 for
information and ideas to enhance this scenario.
MORE DETAILS ruins. The iani are somehow tied to these
Read this section if you have time. ruins, but the creatures no longer relate to
GMs should be aware that this scenario them in any manner.
does not have a lot of combat or action. The iani have waited, motionless,
This is important only in that some groups philosophizing and speculating, for millennia
breeze through noncombat encounters within the darkest recesses of the cave.
quickly, and the session might end sooner Their outlook is almost incomprehensible
than planned. If this seems likely, other to humans, and communication is difficult
characters in the village can provide as they speak no human languages. Their
additional encounters, either unrelated or as tongue is more of a machine language of
red herrings. Throwing in a few extraneous tones of various pitches and lengths. They
people for the PCs to talk to shouldn’t be are extraordinarily intelligent, however,
too hard. and can interpret much from gestures and
whatnot, and they can quickly pick up the
ADDERSTAL basics of a written language, which they can
The village is simple and quite small, but scrawl in the dirt.
thriving. Residents dine on thyran meat The cave and the ruined structure are
and cheese, and use their blue pearls for not entirely stable. At times, they shift and
decoration and crafts. shake, making various portions collapse.
Everyone knows everyone in this small Within a decade, the whole cavern, and the
community. Guyan is a well-respected leader, attached ruins, will probably cave in entirely,
for the most part, although a few hold the destroyed forever.
opinion that he’s the town leader because
he’s not capable of doing anything else. USING THIS IN A
The lack of water, however, is likely CAMPAIGN
to have people at each other’s throats Read this section only if you’re using the
eventually. A burly, retired explorer named scenario in a campaign (and thus less likely
Aellicon: level 4; Armor 3 Aellicon takes it upon himself to attempt to be under time pressure).
to maintain order, even to the point of In many ways, Adderstal can be thought
usurping Guyan’s position, which of course of as the most typical aldeia in the Beyond.
causes strife. Aellicon does not trust the It can be used as a model for any such
Aldeia, page 134
PCs and wants nothing to do with them or village. The PCs might wander into town
any help they might provide. looking for supplies and get caught up in
the adventure. Alternatively, word of the
THE RIVER missing condenser might have reached
In theory, the PCs could track down the them via a traveler or merchant in their
pipe contaminating the water and stop location (though since travel is limited and
it. Finding the pipe is a level 5 task and the woes of a small village are relatively
likely takes four or five hours. Sealing it insignificant, such news wouldn’t travel too
off is a level 6 task and will require tools far).
and materials that are at least level 4. This Or, to get even weirder, the contaminants
would be an entirely different (but viable) in the nearby river might contain a
solution to the problem at hand. chemical compound that the PCs require
for an unrelated reason—crafting some
THE IANI CAVERN numenera, developing a cure for a plague,
The ruins outside the cavern are the origin or satisfying the mysterious needs of an
of the pipe leaking into the river. These ruins Aeon Priest benefactor. In other words,
are part of an unbelievably ancient structure the characters might come to Adderstal
that is actually part of the cave itself—the because of its water problem, only to be
“hill” in which the “cave” lies is a piece of caught up in the scenario when they arrive.
that structure, buried in layers of sediment. Last, to take things in a completely
The “cave” is really just an entrance into the different direction, the PCs might come to
28
NATURAL AND UNNATURAL
Adderstal looking for a dangerous mutant explorers might find cyphers, oddities,
named Rellin Mor. There’s a bounty on his and perhaps even artifacts, as well as
head because he killed a pair of Angulan automatons—which might be considered Angulan Knights,
Knights a year ago with his bare hands. (It “proto-iani”—that are likely inactive at first page 224
was in self-defense, but the knighthood and hostile later. The ruins are unstable (like
doesn’t care.) Fleeing from persecution, the cavern), and collapses might hurt or
Rellin has come to Adderstal hoping to keep trap explorers.
his past, and his mutant nature, a secret. The iani will soon leave the area to look
The PCs are supposed to bring him to for the mysterious artifacts they call the
justice but find themselves caught up in the Legacy. If the PCs somehow achieved a
water issue facing the village. good relationship with them, the iani might
ask the characters for help. The PCs can
PLACEMENT IN provide useful guidance as the creatures
THE NINTH WORLD venture out into a world that is utterly alien
Adderstal can be found almost anywhere in to them. The iani know literally nothing
the Ninth World. However, if the GM has about humans or the Ninth World, and
no preference, the village is in the Beyond, their quest will lead them into very strange
on the northwestern edge of the Ba-Adenu territories and situations across both Ba-Adenu Forest,
Forest. the Steadfast and the Beyond. Guides, page 189
advisors, aides, and guards would be well
FURTHER DEVELOPMENT rewarded with all the devices the iani find
Read this section after the session is over. that are not part of the Legacy. Such a
The PCs should earn 2 experience points journey might lead to any number of other
(XP) for discovering the iani, and 2 XP for scenarios presented in this book, not the
recovering the condenser. least of which would be Please Help Us (the
Young Yami Chetris is very likely taken machine in the wall might contain a part of
with the strangers who have come to the Legacy), Lost in the Swamp (a portion of
Adderstal—explorers and powerful the Legacy could be in the Mire Sanctum),
individuals—particularly if they seem noble Mother Machine (the machine itself might
and kind. She almost certainly wants to join be part of the Legacy), and Escape From the
the PCs’ group, and if refused, she might try Obelisk (a portion of the Legacy might be in
to follow them when they leave the village the obelisk).
to partake in their next “grand quest” even
if only as an observer, and even if it
means leaving her family. The characters
may need to deal with this one way or
another, and they may have to go out
of their way to return the girl to her
family.
After dealing with the iani,
the PCs could look into the
contamination of the river.
This might lead not only to the
alternate solution discussed earlier,
but ultimately to an exploration of
the ruins near the iani cavern. Although
the locals say that the ruins are quiet and
as innocuous as any natural feature in the
area, the PCs might want to look for
numenera within them. Getting into
the ruins is difficult except through the
cave itself, which still offers access. Inside,
29
THE SPIDER
KNIGHT
BRIEF SUMMARY in jagged, growing crystals, while the
An outlaw overlord who happens to be the top is covered in rock, soil, and a small
heir to the throne stops at nothing to get rainwater lake. Trees and other plants grow
what she wants, including attempting to on the island, a fertile and usually tranquil
fool the PCs into helping her. kingdom high in the sky. The island is about
5 square miles (13 square km), and in the
DETAILS center is a single town that surrounds a
The Spider Knight is the pseudonym of glistening palace of crystal.
Fialla Nooran, great-granddaughter of The Spider Knight arrived on Berenock
the deposed Queen Nooran of the Isle of three weeks ago to claim her birthright. The
Berenock. She has operated for years as the inhabitants of Berenock have no intention
Spider Knight, an outlaw and a malicious of returning the Noorans to power, for they
villain who takes what she wants and still remember how despotic the last Queen
delights in the suffering of others. Nooran was. They sent her away.
Berenock hovers high in the sky above While the Spider Knight raises an army
the wilderness, with most people unaware (mostly of bandits) to take Berenock
of its very existence. The island is actually by force, she commissions her servant,
positioned on some kind of ancient Orrudis, to obtain a powerful detonation
hovering craft or structure—a large floating that will aid her efforts. Orrudis comes
disk of metal. The underside is covered upon the PCs and asks for their help, lying
30
THE SPIDER KNIGHT
about what’s going on. He says that the STARTING POINT
detonation is a recording device that proves Orrudis finds the PCs wherever they are— Orrudis: level 3, Speed
that his mistress, Fialla Nooran, is the perhaps in a town called Everton—and defense as level 4, lies
and trickery as level 5;
rightful heir to a throne she is being unfairly presents them with his lie. He offers 20 Armor 1
denied. shins and a cypher to each of the characters
The detonation is actually a viral bomb. if they will undertake a mission for him, and
When activated, it will unleash a horrific, more important, his poor mistress who is
debilitating virus previously unknown in the denied her rightful throne.
Ninth World. The insidious thing about the The mission, as he lays it out, is to find
virus is that the sicker the victim becomes, a band of evil murdens and recover the Murden, page 247
the healthier she believes herself to be. It “recorder.” He describes what it looks like
affects both mind and body. If the Spider and makes it clear that the PCs should
Knight gets this device, she will use it to not damage, activate, or tinker with it in
hold the people of Berenock hostage, forcing any way. The device is fragile and very
them to let her take the throne. She can then important. He gives them clear directions
solidify her power by using the bomb to on how to find the murden camp in the
intimidate any who might oppose her. nearby wilderness.
If the PCs bring the “recorder” to Orrudis,
he might try to further lure them into the THE WRAP-UP
service of his mistress. However, at some If the PCs help the Spider Knight gain the
point—from some source—the PCs learn throne, she is grateful and rewards them,
that Fialla is actually a cruel outlaw called with the thought that perhaps they can
the Spider Knight. At that point, they need serve her in the future. Beyond what Orrudis
to decide if they have been helping the offered, she has all of Berenock beneath her
wrong side of an important conflict or if and can provide more cyphers and more
they should disengage from the situation opportunity for gain.
entirely. If the PCs help prevent the Spider Knight
from taking the throne, the people of
SALIENT POINTS: Berenock are the grateful ones, rewarding the
• The Spider Knight is the heir to the characters with free food and lodging for as
throne of a floating island. But she’s also long as they desire, along with a cypher each.
ruthless and vile. Even just giving the people of Berenock
• The Spider Knight’s servant, Orrudis, the antidote makes a huge difference in
lies to the PCs to get them involved. their struggle against their new enemy.
• Orrudis says the PCs can help reinstate
the proper ruler of her land by finding
a recorder that stores genealogical KEYS
evidence proving her right to the throne. This scenario has three keys:
• The people of the floating island,
Berenock, know that the Spider Knight is Someone who can reveal the truth about Fialla Nooran.
heir to the throne—they just don’t want
her. Something that gives access to the Spider Knight’s tower.
• The “recorder” is actually a bomb with a
potent virus that the Spider Knight will Something that cures the virus in the viral detonation.
use to threaten Berenock. There are ten doses, but in the hands of a knowledgeable
• The PCs should eventually learn the person, such as an Aeon Priest, the cure could be
truth about the deception and decide replicated fairly easily.
what to do.
If an encounter has the potential to include a key but does not,
it may have a few random cyphers instead, depending on the
flow of the session. Overall, the entire scenario should offer the
PCs eight to ten cyphers.
31
MURDEN CHIEF
The murden chief (use murden stats
but increase to level 4, perception
as level 6) can communicate with
humans telepathically, but it is painful
for humans to endure. Each round, a
human communicating with the chief
must make an Intellect defense roll
or suffer 2 points of Intellect damage
(ignores Armor) due to long-forgotten
disturbing memories that suddenly
surface.
MURDEN CAMP The chief is more than willing to parlay
Here, four hide tents surround a rather than fight, offering the viral bomb
campfire. The six murdens in the in exchange for a cypher or artifact of at
camp attack anyone that approaches. least level 4.
Loot: One murden has 11 shins. If he is the KEY that can reveal the
Another has an oddity that is a truth about the situation, the chief is
glowing, extremely strong string 6 familiar with the names “Spider Knight”
inches (15 cm) long. A third has a and “Fialla Nooran.” Long ago, his
random cypher. people worked with the deposed Queen
Start Nooran.
If he has the KEY that is the antidote,
it’s because he knows very well what
the detonation can do and he wants to
safeguard himself against its effects.
BERENOCK
Although it floats high in the sky, the tiny “land” of Berenock is easy to reach.
The Narsen family lives just below Berenock and uses three niacali ferries to
transport goods and travelers all day long (but not at night). They charge 1 shin
per person for passage. Niacalis are creatures—part fish, part hot-air balloon—
that carry gondolas up and down as they swim through the air, spurred by riders
with red-hot crops.
If the PCs travel to Berenock, anyone they meet there might be the KEY that can
reveal the truth about the Spider Knight.
If Berenock has the KEY that gives access to the Spider Knight’s tower, it can be
obtained only if the PCs let it be known that they want to help oppose her. In
that case, a young woman with a mech arm named Hua (level 3, subterfuge and
lockpicking as level 4) offers to guide them to the tower and show them how to
sneak in through a secret entrance in the back, which she found not long ago If you have time, read “More Details” on page 34 for
while gathering information. information and ideas to enhance this scenario.
MORE DETAILS of about two hundred, but in an all-out
Read this section if you have time. invasion scenario, they might have closer to
five hundred fighters (although some will
THE SPIDER KNIGHT be quite old, quite young, or not entirely
Fialla Nooran has had a difficult life, and capable).
it has made her cold, violent, and power- The people of the tiny kingdom raise
hungry. As her pseudonym and armor crops and tend raefruit trees. They have a
styling suggest, she has an affinity for mostly vegetarian diet, but the occasional
spiders. Fialla is very smart—she’s a trader brings meat and fish from the land
devious planner and schemer who hates below. Craftspeople in Berenock make
anything she cannot possess or control. If various objects out of the unique crystal
she is denied something that she desires, that is prevalent in the land.
she would rather see it destroyed. The The folk of Berenock have few facilities
pain and misfortunes of others satisfy and for visitors, as they hardly ever get any. They
invigorate her. are insular but not unfriendly. Perhaps their
Without her armor, Fialla is a rather most remarkable qualities are their unity
unremarkable-looking woman with sad and their steadfast allegiance to each other
eyes. If need be, she can play the role of and to Berenock, which might stem from
the rightful heir who has been denied her when the previous generation overthrew
birthright and wronged by the people who their evil queen (the Spider Knight’s great-
stole her family’s throne. grandmother).
34
THE SPIDER KNIGHT
USING THIS IN A As part of her campaign to take Berenock,
CAMPAIGN she probably tries to obtain some kind of
Read this section only if you’re using the flying craft or mounts so she doesn’t have
scenario in a campaign (and thus less likely to rely on the niacali ferries. This goal might
to be under time pressure). lead her to try to plunder other nearby
Perhaps the best way to make this locations for numenera discoveries. The
adventure work in a campaign is to have PCs could end up in a race against the
the PCs either hear about or encounter the Spider Knight to find what there is to find,
Spider Knight before the scenario starts. leading into the scenarios Inside the Pyramid
Then, when they learn that the woman or Please Help Us. Her desire to recruit Malevich, page 154
they’ve been hired to help is actually allies might likewise lead her to contact
the outlaw they already know about, the the Mallah in Lost in the Swamp or travel to
revelation will have more meaning. Akkoris in Guilty!
Arachnid beast: level 4,
In a campaign, the struggle between climb as level 8; bite also
Berenock and the Spider Knight can be an carries poison that inflicts
ongoing concern. In fact, depending on 4 points of Speed damage
(ignores Armor) if a
the actions the PCs take toward the end of
Might defense roll fails
this scenario, the GM may wish to draw out
the final conflict so that it lasts longer, with
larger forces involved on both sides.
PLACEMENT IN
THE NINTH WORLD
It’s easy to place the scenario anywhere,
but if the GM has no preference, place
it in Malevich, about 40 miles (64 km)
southeast of Yenth. Obviously, Berenock
is independent from Malevich, which is
possible only because so few people even
know the island exists.
FURTHER DEVELOPMENT
Read this section after the session is over.
The PCs should earn 2 experience points
(XP) for discovering the truth about the
situation and the viral detonation. If they
stop the Spider Knight or help her succeed
in her goal, award them 2 XP.
If the Spider Knight survives this
scenario, she will not stop in her attempts
to take control of Berenock. If she can’t
use the viral detonation, she continues
to raise her bandit army for an outright
invasion. This proves to be a bloody
conflict. Eventually, it escalates to
the point where her troops march
under a spider banner, and she
manages to find and train
gigantic arachnid beasts to
serve her as well.
35
PLEASE HELP US
STARTING POINT
The PCs are in the wilderness, preferably
a wooded area, when they hear shouts
for help. Not far away, they spot a small
metal structure half buried in the earth.
Through small openings in the structure,
they can see figures inside struggling to get
free. There are four people inside, dressed
as explorers, with a variety of common
weapons and gear, and perhaps a few
cyphers.
36
PLEASE HELP US
They can tell the PCs the following: Yeri is a short, pale white mutant. She Show ’Em I, page 76
• They were wandering through the is talkative but does whatever Tavarana
woods, minding their own business instructs. Entity: level 5; health
(lie—they were looking for the mind Overall, they are friendly and grateful if 20; Armor 2; magnetic
mastery device). freed. However, if the PCs have the mind powers increase the
difficulty of attacks with
• They investigated a plain panel of metal mastery KEY and the NPCs realize this, they metal weapons against
on the ground, and it opened and will do anything—including use force—to it by one step; can move
trapped them (truth). obtain it. and manipulate metal
• Their companion Nuemos is still in the Loot: The group has a total of 32 shins. objects of its size or
smaller at long range—
woods somewhere, but he is horribly Each NPC has one random cypher. up to three objects at one
injured, mauled by a ravage bear (truth). time as a single action
• They will give the PCs all their shins (32
in total) if the characters find a way to
KEYS
free them. They are sure that there must This scenario has four keys:
be a release mechanism somewhere.
They will not give the PCs anything The power cell that activates the machine in the wall.
before being freed. (Half-truth—they
will give the shins, and they could be A level 8 anoetic cypher that creates a powerful cutting
convinced to give their cyphers as well, beam. The beam cuts through anything of its level or
but this is a level 5 task.) lower, but it lasts only one round and is unwieldy. The
beam extends 10 feet (3 m), is 3 feet (1 m) wide, and
Examining the canister/cell reveals: inflicts 10 points of damage if used as a weapon (the
• The holes through which the trapped difficulty of using it accurately in that way is increased by
two steps). It could be used to free the trapped people, but
people speak are only about 3 inches (8
it would certainly cause them great harm in the process—
cm) across.
there’s no way for it to cut a significant hole in the canister
• The metal is level 8 and highly resistant cell and not strike at least two of the NPCs.
to physical force of any kind.
• An access panel has a receptacle for Something that, when activated, provides a beacon for an
some kind of key or similar device. Using ancient entity whose molecules were scattered. The entity
this panel to open the canister without is drawn to the beacon and reconstitutes itself. This
the release mechanism is a level 10 task. process takes about four rounds.
The entity stands 8 feet (2 m) tall and appears to be
Reveal Show ’Em I to the players. roughly humanoid, but with an opaque, multifaceted
crystal for a head and black synth cubes rather than
THE WRAP-UP hands. It isn’t automatically hostile, and it can speak
virtually all languages, but if it is not immediately given
If the PCs return to the cell and use the
something to occupy its attention, it most likely begins
release mechanism, they easily free the
playing with (destroying) any and all metal objects the
NPCs. The trapped people are as follows. PCs possess.
Horrik has a heavy crossbow and a
sword-staff. He is a barrel-chested, square- The mind mastery device. This level 9 occultic cypher can
bearded, mostly honorable sort, although control the actions of an entire mob. Once the device is
he is full of bluster and bravado. active, all thinking beings of the same species within long
Nils is tall and wiry with a patch over one range (as long as they are already in a similar mood and
eye and a mech arm. He has a blowgun mindset) can be given verbal suggestions, which they will
and a knife, both of which are poisoned. He try to follow as if the user were a beloved leader. This lasts
rarely speaks and trusts almost no one. for ten minutes, although the final suggestion can have
Tavarana is tall and striking, with flowing minor, longer-lasting (even permanent) effects if desired,
such as “Don’t trust the woman with the red hat.”
robes covering her armor. She wields a
slugspitter artifact that inflicts 6 points of
If an encounter has the potential to include a key but does not,
damage at short range. The wise woman is it may have a few random cyphers instead, depending on the flow
careful with her words, but she’s willing to of the session. Overall, the entire scenario should offer the PCs
give orders or advice when needed. eight to ten cyphers.
37
THE RAVAGE BEAR
Cautious, stealthy travelers can move through the woods
without drawing the attention of the hunting ravage bear
NUEMOS and maybe avoid it if they wish. Others will be surprised as
Nuemos (level 3, all numenera-related tasks as level 4; it crashes through the brush to attack.
Armor 1) is nearly unconscious, lying in a thicket, covered in If the ravage bear has a KEY, it is a complex crystal device in
deep wounds from an earlier encounter with a ravage bear. a nearby lair. The PCs might be able to find it by following
His companions left him here to rest while they continued the creature’s tracks (a level 4 task). The lair is also filled
on. He doesn’t know they’ve been trapped. with bones.
If the PCs help him with healing of any kind, he recovers GM Intrusion: Another ravage bear is in the lair, along with
enough to talk. He is generally friendly but very loyal to his two cubs. The cubs do not pose a threat, but the adult fights
friends. He greets any opportunity to investigate or tinker viciously to defend its young. The difficulty of defending
with numenera with enthusiasm. against its attacks is increased by one step.
Nuemos has a leather jerkin, a buzzer, and a wide variety of
tools. If Nuemos has a KEY, it is a crystal that serves as a
power cell.
GM Intrusion: The last time Nuemos was in a village, he
was given a description of a dangerous murderer, and the
character fits that description. Nuemos is very reluctant to
talk with the PCs until they convince him that he has made
a mistake.
PCs’ Approach
Trapped Figures
40
PLEASE HELP US
PLACEMENT IN originally cut from the same shady cloth as
THE NINTH WORLD these dastardly thugs and killers for hire.)
Designed to be adapted to any wilderness If the NPC group is alive and well at the
where the PCs find themselves, Please Help end of this session, having the PCs run into
Us could be placed deep in the Westwood. them again is a great idea. Maybe they show Westwood, page 137
This location suggests that, in addition to up to repay the favor when the characters
Culova, page 236
all else, the PCs might have to contend with are in a jam. On the other hand, if the PCs
the culovas, which not only try to drive the made off with the mind mastery device, the
intruders out of their wood, but also might NPCs might be the agents sent after the
try to kill those trapped in the cylinder cell. characters. Because of the debt they owe,
they might not be so quick to kill the PCs
FURTHER DEVELOPMENT outright, and instead just threaten them and
Read this section after the session is over. demand the item. Eventually, however, the
The PCs should earn 2 experience points situation will likely turn to violence unless
(XP) for freeing the trapped NPCs one way the PCs can figure out a way to avoid it.
or another, and 2 XP for discovering the The characters’ further explorations of the
machine in the wall. wilderness are almost certain to bring them
Freed NPCs might become long-term allies into conflict with the yovoki, particularly if
of the characters. Conversely, the PCs might the PCs have defiled the abhumans’ shrine.
make a powerful enemy in Baron Vordanal if It’s also possible that ancient—and perhaps
they killed his agents or prevented him from damaged and perpetually confused (or even
getting the mind mastery device. The baron insane)—automatons like disassemblers or Disassembler,
will stop at nothing to get what he wants, Oorgolian soldiers might be present in this page 238
and if the characters have the device, he will region due to the fact that it was the site Oorgolian soldier,
send out a band of six level 3 thieves and of a numenera complex long ago. For the page 250
assassins with strict orders to kill them and same reason, it’s likely that the area holds
return with it. These agents all have the same more discoveries and numenera treasures
poison that Nils carries. (Nils, in fact, was to be uncovered.
41
GUILTY!
THE MURDERS
There have been four murders so far.
Murder 1: Two months ago, a varjellen named Eelos was found dead on Goodman’s Bridge. It had been
suffocated. (Eelos saw Nvrm and startled the creature, which reacted with violence.)
Murder 2: The week following Eelos’s murder, the corpse of a missing varjellen named Faenouc turned up a
half mile downstream from Akkoris. Faenouc may have been killed before Eelos. It is difficult to tell, as is the
cause of death. (Faenouc was with Eelos when Nvrm attacked. They were murdered together.)
Murder 3: Three weeks ago, the body of Qualue was found beneath the bridge, although the condition of
the corpse suggests that it did not fall, but instead was strangled right there. The evidence suggests that both
the varjellen and the killer climbed down beneath the bridge. (Qualue saw something strange happening
under the bridge and climbed down to investigate, where Nvrm killed it.)
Murder 4: Two days ago, Yiaen was found dead on Goodman’s Bridge in a situation almost exactly like that of
the first murder. (Yiaen had figured it out and was looking for Nvrm, so the mist creature killed the varjellen.)
42
GUILTY!
43
ORELLIK’S HOME ORELLIK’S MOTHER
Orellik’s mother (level 2) is a short, kindly old woman
This is a simple house, poorly kept. Orellik lives here
who brews tea. She knows where her son is hiding
alone but has not been here for days. The door’s lock
out and will reveal that if the PCs seem like the sort of
is broken. The house has nothing of value, but it has
people who might help him (difficulty 4 task to prove
plenty of clues that Orellik spends a good deal of
their goodwill under the circumstances).
time with his aged mother, who lives nearby.
If she is the KEY that provides evidence of Orellik’s
If the house is a KEY that helps prove Orellik’s
innocence, it is because she knows of her son’s
innocence, a very careful search (difficulty 5)
condition—his left arm is so wracked with arthritis that
reveals a few receipts for caravan guard jobs that
he can barely move it. He could never climb up and
he performed, including one from two months ago
down the bridge, nor could he likely strangle anyone.
suggesting that he was 30 miles away from Akkoris
the night of the first murder.
GM Intrusion: Orellik’s landlord shows up and
demands that the character leave, stating that she
has no right to be in the house. DARA
Dara (level 3) is a human female who
works as a laundress. The night of the first
murder, she saw a man running down the
street away from Goodman’s Bridge, and
her description fits that of Orellik.
If Dara is a KEY that helps prove Orellik’s
innocence, she mentions that the man
carried a large tool—a shovel or an axe—in
both hands. Orellik cannot use his left arm
at all, meaning that whomever Dara saw,
it wasn’t Orellik (and, in fact, it wasn’t the
murderer at all, but just a man going about
his business).
Start
MICHEN
Michen (level 3), a burly, bearded man who
works as a stonecutter, saw a man who
could have been Orellik climbing up the
side of Goodman’s Bridge the night of the
third murder.
If Michen is a KEY that helps prove Orellik’s
innocence, and the PCs really grill him
about what he saw, he cracks and reveals
that he didn’t see anything. He just hates
Orellik. He’s still sincerely convinced that
Orellik is the murderer, however.
GOODMAN’S BRIDGE
The bridge is made of stone and is quite
old. The structure is a series of six arches
with a total of seven supports, all of which
extend down into the water, which is about
NVRM
Nvrm appears only if its lair is about to be discovered. Nvrm is a sentient mist
18 feet (5.5 m) deep near the middle (the
(level 4, Speed defense as level 5). It is immune to physical attacks except while
current is slow). All supports have a stone
in the middle of strangling someone, in which case it takes on a semisolid state.
“shelf” at about the waterline. The body
Nvrm attacks by getting into someone’s throat, strangling and choking from
from the third murder was found on one of
within and without. Once it strikes, the victim must make a Might defense roll
these shelves.
every round or move one step down the damage track, if Nvrm uses its action to
A secret passage in the northern bridge continue to choke.
support is accessible via a pivoting stone
Nvrm is very smart but does not speak any language known today. If
about 2.5 feet (1 m) above the narrow
communication can be established, it might be possible to reason with it, but
shelf. Finding the passage with no clues of
doing so is very challenging (difficulty 7).
its existence is a difficulty 7 task. Spending
too much time beneath the bridge or GM Intrusion: (It’s very likely that this encounter takes place beneath the bridge.)
discovering the passage is likely to draw The character slips and falls into the river. Unless she succeeds on a difficulty 5
the unwanted attention of Nvrm, which Speed-based task, she drops whatever she’s holding into the water, losing it to
can seep around the edges of the stone. the bottom.
ORELLIK GUILTY!
Orellik (level 4; Armor 1) hides out in the back of a tavern called the
River’s Edge owned by an old mercenary buddy, Rollo (level 4, Speed
defense as level 5). Orellik is likely to bolt if confronted, possibly
leading to a chase through the streets and alleyways. He’ll also fight if
cornered, wielding a sword in his good hand.
Orellik is bald, scarred, and ugly. He is crude, vicious, and self-serving.
But he’s innocent of the crimes of which he has been accused.
As a KEY to show his innocence, during a physical confrontation
with Orellik, a PC notices that he doesn’t use his left arm. In a verbal
interaction, he might reveal that he was not in Akkoris at the time of
the first murder. And if it will clear him of suspicion, he reveals the
secret of his useless arm, although he fears it will also mean the end of
his career as a sword for hire.
GM Intrusion: Rollo moves in to defend Orellik or distract the PCs
while his friend gets away.
THE VICTIMS
Most of the victims’ homes, families, and friends offer few clues to the
identity of the murderer, although finding and investigating them all
THE VENGEFUL VARJELLEN takes a lot of time.
Reveal Show ’Em L (page 77) to the players. If the victims offer a KEY to the identity of the real murderer, it comes
This encounter comes to the PCs, rather than the from the housemate of Yiaen, the fourth victim. The varjellen had been
other way around. When the GM feels it would staking out the bridge, hoping to catch the murderer. It kept seeing
be best, an angry varjellen named Araios (level 4; a strange mist around the bridge and eventually believed that it was
Armor 1) finds them. It is accompanied by a creature some kind of creature that killed people. Yiaen told its housemate,
it calls the Fuerall, a dangerous fur-covered beast Uraesh (level 3), all its theories before its death. Uraesh is now afraid to
with multiple clawed limbs (level 4, Speed defense talk about it (difficulty 5 to get the information).
as level 3 due to size; health 22; makes two attacks GM Intrusion: Even though Uraesh clearly has something to tell
as one action). Araios has discovered that the PCs the character, it refuses to do so until its resentment of humans is
are looking for the murderer and demands that they overcome.
reveal the killer’s identity immediately so that it can
exact vengeance. If the characters do not comply,
it threatens to kill them and will try to carry out its
threat unless reasoned with or appeased. However,
Araios will not fight to the death.
THE FIFTH MURDER
This encounter takes place when the GM feels it would be best,
preferably in the morning after the fifth murder (which happens at
night).
Another strangled victim is found near Goodman’s Bridge, but this
time it’s a human female, eventually identified as Margie Chanalas. She
was killed by Nvrm for lingering too long on the bridge (she was, in
fact, contemplating suicide by jumping off of it).
NVRM’S LAIR After this, Constable Frei seriously doubts that Orellik is the killer,
The secret passage beneath the and the town is very confused, which heightens tensions rather than
bridge leads down to a surprisingly decrease them.
dry chamber below the river with
synth walls, floors, and ceiling.
Within it is a huge machine that
houses and powers Nvrm’s intellect.
Destroying it is the only way to
permanently kill the mist creature.
IORTHALIN
Loot: Scavengers can take apart the An old man who frequently walks
machine and recover 34 shins, six along the river around sunrise,
random cyphers, and an oddity (a Iorthalin saw Nvrm at the bridge the If you have time, read “More Details”
synth ball that rolls around on a flat night of the fifth murder. Iorthalin on page 46 for information and ideas
surface of its own accord). walks stooped with a cane, has no to enhance this scenario.
teeth, and talks very slowly.
MORE DETAILS emotionless demeanor, but Araios is the
Read this section if you have time. perfect example that such is not always
the case. It is determined to put an end
AKKORIS to the senseless killing and has decided
Akkoris is a town of about 7,000 humans to use force to resolve the matter. Being
and 1,000 varjellen. The town’s leadership is nonhuman, its approach likely seems a bit
and always has been human—the varjellen off-kilter.
joined the community later and for the most Araios is a respected hunter and tracker
part are content to remain separate and in the varjellen community—an up-and-
distinct. coming leader amid its people.
Coshanla Tranor: level 3 The ruler of Akkoris is Coshanla Tranor,
the young daughter of the previous leader. NVRM
She is very intelligent but inexperienced The entity known as Nvrm is a being that
and, like about a third of the humans may have been solid aeons ago. Its mind is
in town, has a prejudice against not so much stored within the machine in
varjellen, considering them strange, its lair as sustained by the machine. Without
incomprehensible creatures. the mist cloud, Nvrm has no consciousness
The tensions in the town since the until the machine can generate a new one,
murders began have divided the two which takes months.
populations even more than usual. The
two peoples conduct little trade. They don’t THE INVESTIGATION
speak to each other. Most residents avoid The PCs might follow up on apparent leads
the bridges. A few altercations have broken that are not covered in this scenario. Such
out, requiring the constables to intervene. leads yield nothing of value (unless you
decide, on the fly, to fit them in as one of
ARAIOS the KEYS). But dead ends are part of any
Varjellen are known for their calm, almost investigation and help pace the scenario.
46
GUILTY!
The only risk is that the PCs get too bogged and it follows the same process—watching
down in such things. for any locals that might be aware of its lair
and killing them. However, if many people
USING THIS IN A now know of its existence, Nvrm’s renewed
CAMPAIGN murder spree might be far more widespread
Read this section only if you’re using the the second time around. The PCs might
scenario in a campaign (and thus less likely need to return to help save Akkoris yet
to be under time pressure). again.
Using Guilty! in a campaign allows the Even if the machine was destroyed,
luxury of insinuating the PCs into the an actual varjellen-hating maniac could
situation slowly and more organically. decide to rebuild it to “resurrect” Nvrm
The characters come to Akkoris and are so that the creature can resume killing
occupied by other matters. All that time, visitants. Of course, Nvrm begins killing,
though, they hear about the murders and but indiscriminately. To stop it this time,
sense the rising tensions. An old friend the PCs must find or build a different
and merchant in the town talks about how device that can penetrate a force field in
business is being ruined by the fear and place around the machine. This leads to a
distrust. Eventually, the PCs are drawn into search for components, perhaps involving the
the investigation, but by that time they scenarios Inside the Pyramid or Please Help Us.
know some of the people involved—the
witnesses, perhaps, or even the accused
Orellik. In fact, the conflict could be Pytharon Empire,
heightened if the characters know and page 161
dislike Orellik.
As a part of a larger campaign, this
scenario could be spread out a bit. The
hunt for the killer might hit a dead end, for
example, at which time the PCs get involved
with something else. Later, a new clue
appears and drags them back in.
PLACEMENT IN
THE NINTH WORLD
Akkoris could be located almost anywhere,
but barring all other considerations, it lies
about 20 miles (32 km) south of Luigolamis
in the Pytharon Empire, on the Sadara River.
FURTHER DEVELOPMENT
Read this section after the session is over.
The PCs should earn 2 experience points
(XP) for exonerating Orellik and another 2
XP for discovering the true killer.
If Nvrm is exposed, the tensions between
humans and varjellen in Akkoris calm down,
and no one forgets that they have the PCs to
thank for that.
If the machine that sustains its mind is
left functioning, Nvrm will live again, and
hunting down the PCs in revenge is not out
of the question. More likely, however, the
creature once again prepares to hibernate,
47
LOST IN THE
SWAMP
BRIEF SUMMARY Heading off into the mire, the PCs find
A child is lost in a dangerous swamp and the clues that lead them to a hunter named
PCs must find her—except that she’s not lost Cheosoph. He can inform them that Dariale is
at all, but involved with a strange cult. not “lost” in the swamp at all. If anything, she
is its master—or will be, if she can pass a trial
DETAILS held somewhere to the north called the Mire
Dariale was a precocious child at age 8. Sanctum. Cheosoph doesn’t know where it is
The Mallah are humans
By age 12, she would slip away from her exactly or what the trial involves, but he’s wary
born in the area
around the swamp, family’s farm and head into the wilds of of it, and perhaps even of Dariale.
where local conditions the nearby swamp for an entire afternoon When the PCs finally find the Mire
have been designed alone. Today, she is 14, and her most recent Sanctum, they find an organization called
to subtly alter their
genetics to control them
foray into the swamp has lasted three days. the Mallah. These are humans who have
with preprogrammed Her family is distraught, and when the PCs the essence of some past time imbued
instructions. happen by, they hear the tale of woe. within them, and now they carry out the
MALLAH
Occasionally, in the vicinity of a small swamp, a human is born with just the right traits to be affected by
the environment—breathing the air, drinking the water, eating the local plants and animals—and become
something more than a normal human. Apparently through some numenera process, creatures from the prior
worlds designed this effect so that they could create a legacy of preprogrammed individuals to carry out some
unfathomable plan.
The altered humans have banded together in the swamp at a site called the Mire Sanctum. They gather in
secret, reject traditional human associations, and call themselves the Mallah. People tend to think of them as
witches and sorcerers.
The Mallah are compelled to do things that they don’t understand. Sometimes it is a matter of tending
the Mire Sanctum, gathering plants or animals, or singing strange songs with words that no one (including
themselves) can understand. Sometimes it involves gathering strangely colored stones found throughout the
swamp. They also each have what seems to be a supernatural power. These abilities include:
• Charm Animals (always has a level 3 animal companion, can call another as an action every other round)
• Foresight (defense tasks as if two levels higher)
• Great Strength (related tasks as if two levels higher; deal 3 additional points of damage in melee)
• Mental Strike (short range, target suffers 2 points of Intellect damage that ignore Armor and cannot act for
one round)
• Out of Phase (move through solid objects, immune to non-energy attacks, cannot affect solid matter)
• Pyrokinesis (short range, target bursts into flame, taking 4 points of ambient damage per round until
extinguished)
• Sense Through Others (long range, use the senses of any other creature—not an action)
• Teleportation (long range, self only, usable each round as an action)
48
LOST IN THE SWAMP
49
THE SLURPING PIT
This hazard is an area of ground about
20 feet (6 m) across that is really a
12-foot-deep (4 m) pit filled with peat
and sludge. A character walking into it or
even standing near it will get drawn into
its pull. Once caught, a character has five 1 mile
rounds to get out or she will be pulled into 1.6 km
the mire, at which point she will drown or
suffocate in another three rounds.
If the KEY leading to Cheosoph is here,
it is that the hunter shows up at the
pit to help trapped characters (see his
encounter for more info).
If this encounter offers the KEY that is a
poisonous plant, it is a white flowering
plant that grows around the pit and
floats freely on the surface of the water,
spraying spores even as characters are
sucked into the mire.
THE SEER
Nelusah (level 5) is a long-haired young
woman with wild eyes and a glowing
metal disk on her cheek. She wanders the
swamps collecting herbs and plants for
various concoctions she makes, some of
which are medicinal and some of which
are hokum. Her cabin is not far away.
Nelusah is welcoming and generous. She
has seen Dariale before but doesn’t know
where the girl is. If Nelusah has the KEY,
she will recommend talking to Cheosoph
and reveals where he can be found, but
probably only if the PCs trade a cypher for
some of her concoctions.
Kaldour and
Nin’s House
GARGAROS
Gargaros (level 5, Speed defense as level 4 due to size and speed;
health 20; Armor 1) is a hulking humanoid with bulging muscles
GIANT SERPENT
This creature (level 4) is 30 feet (9 m) long and has a head more covered in ritual scars. His first instinct is to attack, but it’s possible
like a crocodile than a snake. Its venomous bite inflicts 3 points of to convince him to stop and talk—food is a powerful motivator for
Speed damage as well as 4 points of Might damage. The creature him. He’s not smart and has a limited vocabulary, but the Mallah of
also exudes an odor that affects all within immediate distance. the Mire Sanctum consider him an ally, or at least a tool.
Those failing a Might defense roll are caught up in a reverie that
precludes any action other than attempting a new Might defense If Gargaros is the KEY leading to the Mire Sanctum, it’s because
roll each round to shake it off. These characters are automatically his scars are a sort of map of the swamp, and the Mire Sanctum is
struck by the serpent’s bite if attacked. marked with a special symbol.
If the serpent is the antidote KEY, one of its organs holds the If this encounter offers the KEY that is a poisonous plant, it is a white
remedy, although determining this is a difficulty 4 task.
flowering plant that grows in the area where Gargaros is found.
GM Intrusion: The serpent entwines the character in its coils,
making it impossible for the PC to move unless she uses an action GM Intrusion: In the middle of a peaceful interaction, something
to attempt a Might-based task to get free. unexpectedly enrages Gargaros, and he attacks.
CHEOSOPH LOST IN THE SWAMP
Reveal Show ’Em M (page 78) to the players.
Mounted astride his giant, tentacled beast (level 4; Armor 1;
makes two attacks as one action), Cheosoph (level 4, attacks
with his crossbow as level 5; Armor 2) hunts the swamp. He
makes his living selling the hides and meat of the creatures he
MALLAH GUARDIANS
The area around the Mire Sanctum is
bags to the surrounding villages.
well patrolled, and the PCs probably have
He’s not automatically hostile, but he is extremely wary of to deal with one of the groups. A patrol
strangers in the swamp, and those asking after a young girl are consists of three Mallah (all level 3; Armor
likely to increase his suspicions. 1). Each of them has one of the following
Cheosoph befriended Dariale long ago, and he knows that powers:
she has gone off with the Mallah. He knows a little about • Pyrokinesis: short range, target bursts into
that group, considering them a strange cult of sorcerers and flame, taking 4 points of ambient damage
witches. Dariale, he believes, is bewitched by them, but—if per round until extinguished
the PCs really get on his good side—he might reveal that what
• Foresight: defense tasks as if two levels
he fears is that she’s actually a witch herself. He doesn’t know
higher; armed with a bow and an axe
where the Mallah are, other than that they roam the eastern
portion of the swamp. Even if the PCs convince Cheosoph to go • Mental Strike: short range, target suffers
with them, his fear of witchcraft will cause him to react violently 2 points of Intellect damage that ignore
if they encounter the Mallah, and he will flee within two or three Armor and cannot act for one round
rounds. The Mallah will not permit outsiders to
Loot: Cheosoph has two random cyphers and an oddity. reach the Mire Sanctum without the special
permission of their leader, Wittenash.
If they possess the antidote KEY, it is an
herbal powder they have in their packs.
Loot: Each guardian has a random cypher
and 4 shins.
MIRE SANCTUM
Reveal Show ’Em N (page 78) to the players.
In a swampy glade, a series of growths almost
like tentacles rise up around an altarlike stone
with a synth pipe extending out of it.
Six Mallah (all level 3) are here, conducting
a ritual trial to induct a new member—
Dariale. Using enhanced sensory abilities,
they know the PCs are coming (unless the
characters took extraordinary measures,
like approaching invisibly or teleporting in).
Also present is the Mallah leader, Wittenash
(level 5; Armor 3), a powerful man with long
hair and an eye tattoo on his forehead. His
Armor comes from a protective force field
THE METAL TREE around him at all times.
Standing alone in a glade, a banyan tree of glistening white metal Dariale (level 2) is here, undergoing a ritual
radiates light as if it were on fire. The tree emits radiation that to test her powers and nature. She doesn’t
restores vitality. Anyone making a recovery roll within immediate want to go home. If the PCs want to return
distance of the tree gains double the normal number of points back. her to her parents, they must interrupt the
However, a second recovery roll made in the same area results in ritual and steal her away or convince her to
too much energy—the character does not recover any points, and in come with them. Either way, the Mallah will
fact takes 3 points of ambient damage. oppose the characters, although they don’t
A skeleton lies near the tree with the remnants of clothing and gear. want outright violence in the sanctum if
Two shins and a serviceable sword are near the corpse. they can prevent it.
If the tree is the KEY to the Mire Sanctum, it comes in the form of a Convincing Dariale to leave is a level 5
map scrawled on dirty cloth in the skeleton’s pack, showing the way task. If possible, the Mallah try to sway her
to the location. to stay, requiring that the PCs try again to
If the antidote KEY is here, it is in the form of an edible blue flower convince her, this time a level 6 task.
that grows around the roots of the tree.
Loot: Three random cyphers and an oddity can be scavenged from If you have time, read “More Details” on page 52 for
the tree, but only if the tree is destroyed. information and ideas to enhance this scenario.
MORE DETAILS take these ceremonies very seriously. The
Read this section if you have time. Mire Sanctum is sacred to them, although
they don’t know precisely why. They avoid
THE SWAMP any kind of violence there if possible.
The swamp is lush and wet, filled with The Mire Sanctum’s strange features
biting insects, lizards, snakes, and birds of (including the tentaclelike growths and the
all kinds. Bioluminescent insects of various synth pipe projecting from the stone) are
sizes are common, as are bioluminescent remnants of the same technologies that led
fish swimming in the shallow waters, giving to the gifts and compulsions of the Mallah.
the whole place an eerie glow despite the
tree canopy blocking sunlight. DARIALE
Explaining how much Dariale’s family needs
NELUSAH her is a good way to convince the girl to
A self-proclaimed seer, Nelusah believes she leave the swamp and return home.
can see the future and brew magic potions. Dariale’s power is potent. The swamp
Dramatic and confident, she sprinkles around her responds to her emotions.
enchanted powders and chants magic When she’s sad, it rains. When she’s angry,
spells wherever she goes. She does not take the wind blows and the animals nearby
mockery or intimidation well, and she can become enraged. Most of the time, these
defend herself quite capably if need be. effects are merely cosmetic in the game,
Nelusah is not one of the Mallah, but in the end, all events within long range
although she wishes she were. The Mallah unfold as she desires. In other words, if
reject her, for she does not have their Dariale wants something to happen, the
hereditary manipulation. difficulty of anyone attempting that task
is decreased by one step. If she doesn’t
CHEOSOPH want it to happen, the difficulty of that task
Cheosoph is afraid of magic and witchcraft, is increased by one step. For events that
so he avoids both Nelusah and the Mallah. don’t involve a conscious actor (such as
He’s a very capable hunter and quite self- something blowing in the wind), assume
sufficient. that things go her way unless they seem too
It’s likely that more tentacled creatures big to affect.
like the beast he uses for a mount live in the
swamp. Capturing and training one as he USING THIS IN A
did is a task that requires a full year. CAMPAIGN
Read this section only if you’re using the
THE MALLAH scenario in a campaign (and thus less likely
An order of witches and sorcerers, the to be under time pressure).
Mallah are individuals who have been Rather than the PCs just happening by,
shaped by forces across the aeons for Kaldour, Dariale’s father, might be an old
reasons unknown. They do things they don’t comrade of one of the characters. In this
understand, but feel as though they are case, his illness is the result of some prior
guided by some sort of divine hand. Unlike adventure gone wrong, and the PC owes
most humans, they believe, they are special. him a debt because of it. When Dariale
Blessed, even. This sets them apart, as do disappears, her father calls in the favor and
their “magical” gifts. gets his friend to come help.
Although not inherently malicious, the Alternatively, perhaps the Mallah draw
Mallah have no compunction against the PCs into the scenario. Having heard
killing or stealing from non-Mallah. Mainly, about the mysterious “cult” and their
however, they just want to be left alone. supposed connection to the prior worlds,
Over the years, the Mallah have created a the characters seek them out, hoping to get
vast array of rituals and dogmatic beliefs to answers about an important issue related
help explain their nature and situation. They to other campaign events. Only on their
52
LOST IN THE SWAMP
approach to the swamp do the PCs hear Sanctum, or both. A band of six Mallah
about the missing girl, and only later do track down offending PCs a few days later.
they find that the two missions are closely Two of them carry cyphers that, when
related. thrown to the ground, cause a tendril-like
plant (a level 4 creature, precisely like those
PLACEMENT IN seen in the Mire Sanctum) to grow and
THE NINTH WORLD attack all within immediate distance for
This scenario is written from the perspective ten rounds. These vengeful Mallah don’t
that the (never named) swamp is a small, worry about subtlety when trying to kill the
innocuous mire that the GM can place PCs. They are unafraid to make their attack
almost anywhere. But if the GM has no anywhere—even in the middle of a busy
preference, the swamp is located in the town square if that’s where their targets
Cape of the Maw in northern Ghan. It could happen to be. Sea Kingdom of
also be transplanted into the Caecilian Dariale will never be happy back at home, Ghan, page 145
Jungle. the tug of her destiny (her genetically Caecilian Jungle,
modified programming) too strong to page 181
FURTHER DEVELOPMENT resist. Soon, she will likely run off again to
Read this section after the session is over. join her people. However, if she stays in
The PCs should earn 2 experience points (or returns to) the Mire Sanctum, she will
(XP) for finding Dariale (whether they get find it hard to distance herself from other
her to come back or not), and 2 XP for humans the way other Mallah have, for her
discovering at least something of the nature family is always in her thoughts. If the PCs
of the Mallah. encounter her again, they will find in her
Crossing the Mallah is dangerous. either a potential ally among the Mallah or
Wittenash is a vengeful sort and will go a dissatisfied, resentful girl among normal
to great lengths to get Dariale back, get humans.
revenge on any who tread into the Mire
53
MOTHER
MACHINE
BRIEF SUMMARY If the characters investigate, they
The PCs must locate and shut down a assemble clues (some obvious, some
machine spawning dangerous creatures subtle) that lead them to a clearing in
that are threatening the lives of settlers in a the wilderness where Mother Machine
forested wilderness. is located. There, the PCs can attempt to
decommission the sentient numenera
DETAILS mechanism or follow up on some of the
The PCs witness an attack by a horrible more subtle clues and try to talk to the
creature on a fellow traveler on the outskirts machine. If they destroy the machine,
of the village of Dirus. If the characters the attacks on the villagers stop. If they
intervene, they likely save the traveler’s successfully negotiate with it, the PCs learn
life. The survivor, Radan Sheb, explains something that turns what they thought
how awful creatures have been attacking they knew on its head.
and killing people in the area. The PCs The Real Story: A race of outlaw entities
soon learn that everyone in Dirus is in a known as the cinomar are experts at
heightened state of fright and agitation. If avoiding detection by humans. Their
Dirus, with a population the characters offer to help, Elder Brall (the method of staying hidden is devious: they
of fewer than two hundred village’s leader) promises them a reward— replace victims with cinomar duplicates.
people, is probably located
in a wooded area in
Dirus has a supply of cyphers that Brall is Mother Machine, a protective device from
the Steadfast, but any happy to let the PCs look through if they the prior worlds, learned of the cinomar
forested wilderness will do. succeed. infestation in the wilderness near Dirus.
54
MOTHER MACHINE
She is attempting to stop it by fashioning THE WRAP-UP
custom biological creatures called tarza to If the PCs confront Mother Machine and
hunt down and kill cinomar. The tarza have deal with her without learning the deeper
a sixth sense when it comes to tracking truth, the adventure is a wrap. Things return
Show ’Em O, page 79
down cinomar duplicates. to “normal” in Dirus (and the cinomar
For their part, the duplicates do not secret remains safe).
immediately realize they’ve been specifically If the PCs learn the truth about Mother Radan Sheb: level 4;
melee tongue lash attack
targeted by the tarza. When the scenario Machine, they can choose to return to deals poison damage;
begins, the cinomar believe that everyone in town and eliminate the cinomar duplicates attacks only if attacked
Dirus is equally at risk from the “monsters.” that remain, possibly with the aid of the or revealed as a cinomar
duplicate
scanning KEY and tarza lent to them
SALIENT POINTS: by Mother Machine. Alternatively, the Tarza: level 4; health
• Dirus is a village that sees little traffic, as characters can leave Mother Machine to her 18; Armor 1; short-range
it is not on any major trading routes. task. psychic attack deals 3
points of damage and
• The inhabitants of Dirus are afraid ignores Armor; tentacle
for their lives, fearing attacks from attack deals 5 points of
nightmarish creatures called tarza. damage and holds target
• The tarza are constructs of Mother immobile until target
succeeds on a Might-
Machine. based roll to break free;
• The tarza won’t directly attack the PCs victims who are cinomar
or anyone else who is not a cinomar duplicates are injected
with poison that causes
duplicate; however, if attacked by the
eventual coma and death
characters, the tarza will fight back. unless treated; detonates
• At first, the duplicate cinomar when killed, inflicting
inhabitants of Dirus do not realize that 4 points of damage
to all creatures within
the tarza are specifically targeting them. immediate range
• The PCs can conclude the adventure—
and apparently defeat the threat—
without ever learning the real story
about the tarza, the cinomar, and
Mother Machine. KEYS
This scenario has three keys, two of which are probably sources
STARTING POINT of information, and one of which is probably an object. Only
Reveal Show ’Em O to the players. the first key is required for the PCs to achieve “success” in
finding and defeating Mother Machine.
The PCs are traveling in the forested
wilderness near Dirus. Either a few days Knowledge of (or some kind of map describing) the
beforehand or near the outskirts of Dirus, location of Mother Machine’s clearing.
they meet a fellow traveler named Radan
Sheb. As the PCs and Radan draw near the Knowledge that the tarza are selective in picking their
rough wooden walls of Dirus, a tarza bursts victims. (Knowing why they’re selective isn’t necessarily
from the trees and attacks. If the characters part of this key.)
leave it alone, the tarza attacks Radan; if
they attack it, the tarza attacks them in Something that can scan living creatures, revealing
return (which means that if the PCs gain a telltale blue glow in certain cases. Only cinomar
initiative, Radan may never come under duplicates glow blue in the scan, but that may not be
direct attack). clear at first.
If the PCs are interested in helping out,
they can speak at further length with Radan or If an encounter has the potential to include a key but does
Elder Brall (the village leader), who both have not, it may have a few random cyphers instead, depending on
thoughts regarding the nature of the attacks the flow of the session. Overall, the entire scenario should offer
and what might be done to stop them. the PCs approximately six to eight cyphers.
55
DIRUS
A rough wooden stockade surrounds Dirus,
which sits within a forest of trees and hilly
terrain. Most residents are trappers, hunters,
and gatherers. A small tradehouse in town offers
rooms to travelers, food, and a place for visitors
looking to buy furs and other needful things.
ELDER BRALL
Elder Brall (level 3, tasks related to leadership as level 5) is drawn to any
commotion in town, and she may find the PCs even if they don’t come looking for
her. Silver haired, 6 feet (2 m) tall, slender, dignified, and not a cinomar duplicate,
she doesn’t know anything about the cinomar. She does know that the tarza are a
problem that need to be dealt with.
If Elder Brall possesses the KEY that is knowledge about the tarza, it’s only a theory
she’s developed. She guesses that some people just have tastier blood than others,
the same way that some people draw more biting insects.
If she possesses the KEY that can scan creatures, it’s a device like a square piece of
transparent synth. She salvaged it from the corpse of a defeated tarza and gives it
to the PCs. She doesn’t know for sure what it does.
If Brall has no KEYS, she’s still helpful. She offers the PCs a reward if they help and
tells them to speak with the Leblan widow, who lost her husband to the tarza, or to
visit a site outside of town where a tarza was defeated.
GM Intrusion: If the PCs interact with Elder Brall a second time after at least a
day has passed, and after they’ve learned of the cinomar problem, she has been
replaced with a duplicate in the meantime.
RADAN SHEB
Radan Sheb is a trader who lives alone in Dirus.
He is apparently in his twenties, charming, and
dark haired, and he has a way with words.
If Radan has the KEY, it’s not something he
consciously knows. It’s only revealed through
questioning by the characters. The KEY is
actually an unwelcome revelation to Radan,
which perceptive PCs might note: “This isn’t the
first time I’ve been attacked. A week ago, a tarza
burst from the trees, completely ignoring Galken
Cutter to go for me . . . wait . . .” If the PCs press
the issue, he says he doesn’t know why he’d be
selectively chosen.
If Radan doesn’t have the KEY, he doesn’t make HADORM
the connection that the tarza are targeting Hadorm (level 5; melee tongue lash attack
cinomar duplicates, and instead offers to deals poison damage; attacks only if attacked or
accompany the PCs to help deal with the revealed as a cinomar duplicate) liked to keep to
problem. He suggests that the characters talk to himself even before he was replaced; now he’s a
Elder Brall, who probably knows more, or maybe cinomar duplicate. He’s older, short, and slightly
Galken Cutter, who was also attacked. flabby. If Hadorm has a KEY, he reveals it only
GM Intrusion: Radan was poisoned in the under extreme duress. Otherwise, he doesn’t
Starting Point tarza attack (no one realized it answer any of the PCs’ questions, telling them to
at the time) and passes out. Unless someone stop bothering him.
makes a successful difficulty 4 Intellect-based GM Intrusion: If Hadorm thinks the PCs are on
roll to heal him, he lapses into a coma and dies. to him, he suddenly attacks them with his lashing
tongue.
MOTHER MACHINE
SITE OF TARZA DEFEAT
The PCs likely defeated a tarza when the adventure started; however,
they didn’t learn anything from investigating the aftermath of its
defeat. For some reason, the tarza that Galken Cutter defeated about
a half mile north of town malfunctioned and didn’t blow up. If the PCs
look over the corpse and attempt to salvage numenera, they might
find devices that serve as the KEYS. Even if the corpse possesses no
KEYS, the characters can still salvage three cyphers from it.
GM Intrusion: If Radan Sheb is with the PCs, another tarza attacks;
otherwise, the salvaging finally causes the dead tarza to explode (a level
4 attack), inflicting 4 points of damage to all within immediate range.
LEBLAN WIDOW
Nowa Leblan (level 2) is old and wiry, beset with grief at the loss of her
trapper husband, Tarn Leblan. If questioned about Tarn, she describes
how lately—just before he was killed—he never seemed to need much
sleep and was much calmer than his usual ornery self. (She doesn’t
know that Tarn had been replaced with a cinomar duplicate.) His
body was never recovered. If she has a KEY, it’s in the form of vague MOTHER MACHINE
directions to where her husband used to like to trap: “in a clearing half Reveal Show ’Em P (page 79) to the players.
a day’s hike east of Dirus; follow the crick upslope.” If the PCs approach the clearing east of Dirus,
If Nowa doesn’t have a KEY, she tells the PCs they should talk to they hear strange gurgling noises and are just in
Hadorm, who keeps a large garden on the south edge of Dirus. She time to view Mother Machine disgorge a wriggling
says Tarn and Hadorm had become close friends recently, and maybe cocoon, from which emerges another tarza. If
he knows something. attacked, Mother Machine (level 5, Speed defense
GM Intrusion: If one of the PCs says anything that could possibly be as level 2 because of near-immobility; Armor
construed as a slight against Tarn, Nowa clams up and won’t talk 3; long-range psychic attack deals 4 points of
until mollified. Intellect damage) and the tarza she just birthed
defend themselves.
If the PCs attempt to negotiate, opening
communication is a difficulty 3 task. But if they
are successful, Mother Machine describes (via
GALKEN CUTTER a tarza) what she was made for: eliminating
Galken (level 5) is a tough old hunter with no the cinomar infestation. She gives the PCs a
hair and a huge nose. He is cantankerous and numenera device that serves as the scanning
not happy with company. He’s not a cinomar KEY and asks them to help her track down and
duplicate and has no KEYS. eliminate the infestation—or, failing that, to let
However, he was instrumental when a tarza was her get back to her task without interference.
killed north of town, and he will give the PCs
directions to where he left the corpse, telling them
to check the body themselves if they’re so curious.
GM Intrusion: Galken is not home; he’s off
hunting in the wilderness. Tracking him down is a GALKEN GONE HUNTING
difficulty 4 Intellect-based task. If the PCs didn’t encounter Galken (level 5) in
Dirus, they could try to track him down in the
wilderness (a difficulty 4 Intellect-based task).
Unlike in town, he might now have a KEY, having
recently run across something fairly terrifying
(Mother Machine) in a clearing several miles east
of Dirus.
GM Intrusion: If Radan Sheb is with the PCs, he
arranges for an accident to befall Galken Cutter.
TARZA
Tarza (see the stats on page 55) are built
specifically to destroy cinomar duplicates.
Their poison affects only the duplicates. A
poisoned cinomar usually resists the toxin
for hours or days before suddenly collapsing
in a coma and dying of high fever (unless
treated). It’s possible that the alien nerve
fiber could be burned out of a duplicate,
thereby restoring the original victim.
USING THIS IN A
CAMPAIGN
Read this section only if you’re using the
scenario in a campaign (and thus less likely
to be under time pressure).
Instead of merely wandering by, the PCs
might be in the area because they’ve been
58
MOTHER MACHINE
exploring an extensive set of prior-world they may decide to be thorough and scan
ruins. Either their investigations lead to the everyone in Dirus. If they do so, in addition
cinomar infestation, or they find evidence to the duplicates already described, they
of the cinomar awakening in the ruins and uncover two more instances of cinomar
follow a trail of tarza destruction to Dirus. infestation.
FURTHER DEVELOPMENT
Read this section after the session is over.
The PCs should earn 2 experience points
(XP) for finding Mother Machine. Each PC
should earn a further 2 XP if they learn the
truth of Mother Machine’s presence, and
perhaps another 1 XP each if they actively
help her clear out the infestation in and
around Dirus.
If the PCs learn about the cinomar
duplication, especially in conjunction with
gaining the KEY that scans creatures,
59
FROM HERE TO
SANGUINITY
BRIEF SUMMARY can repair the device. They can also perform
The PCs encounter a priest who asks for the ritual with her and travel to the butte;
their help in rebuilding a religious altar and however, she says they must find and bring
rescuing two fellow priests. their own object to sacrifice to the god.
60
FROM HERE TO SANGUINITY
• The “god” they have been worshipping • If the PCs agree to help her, she will
is actually an ootheca full of eggs that happily include them in her ritual so
have just begun to hatch. that they can also worship and receive
• The priests are being held captive by the Sanguinity’s blessing of safety and
creatures hatching from the eggs, and prosperity.
the PCs must find a way to free them.
Examining the area nearby reveals the
STARTING POINT following.
The PCs are in a dry desert area with lots • A trail of silver circles in the dirt that
of crags and buttes. They may hear an odd look like metallic drops of blood lead
noise and follow it, or they may just come away from the edge of the cliff.
upon a woman working frantically on a • A series of large, three-toed footprints
numenera device along the edge of a cliff. lead toward the device and then away.
Spread out before them, the land dips away • If the PCs talk and search for more than
into a few buttes and large, deep sinkholes ten minutes, they likely hear a terrible
that dot the landscape. Big, long-winged howl, a bellowing sound that seems to
birds fly overhead and below. make their very bones shudder.
The woman is dressed in a silver suit • Large colonies of long-winged, long-
and lots of gear that seems conducive to beaked birds constantly circle overhead
desert traveling, and it’s clear that she’s and down below.
experienced with the device she’s working
on. THE WRAP-UP
Her name is Rodia and she tells the PCs PCs who find the missing pieces of the Rodia: level 3, repairing
the following: device discover that Rodia can quickly repair and using the numenera
as level 5; Armor 2
• She is a priest of a village, and she the altar and go to find the other priests.
and two other priests named Tesir If the PCs decide not to accompany her,
and Molan make long treks from their they can say farewell to Rodia, who gives
respective villages to meet here every them two random cyphers in thanks for
year. They come to worship Sanguinity their assistance.
and offer sacrifices to keep their villages If they do go with her, they can attempt to
safe and prosperous. rescue Tesir and Molan. One priest is under
• They perform a complex ceremony using the power of the brood, and the other has
a device, which she calls the Altar of the been thrown to the hatchlings for food.
Sanguine, allowing their god to hear
them and transport them to a nearby
butte, where their god lives. KEYS
• Her god is a giant creature that seems This scenario has three keys, all of which are objects.
to be made of or covered in crimson
bubbles. It lives at the bottom of a large The part of the device that signals Sanguinity, allowing
pit in the middle of the butte. the god to “hear” the priests as they worship at the altar.
• This year, when she arrived, she found
the equipment of the other two priests The second of two power sources for the device.
strewn about and the altar damaged.
She believes they might have started the Something for the PCs to offer Sanguinity as a sacrifice.
ritual without her, although she doesn’t The item can be made of any material, dead or alive, but
know why, and that now they cannot must be round(ish), bright red, and at least the size of a
return. human head.
• She has mostly been able to repair the
altar, but it requires additional work, and If an encounter has the potential to include a key but does
two pieces are still missing. not, it may have a few random cyphers instead, depending on
the flow of the session. Overall, the entire scenario should offer
the PCs eight to ten cyphers.
61
Rodia and Altar
Starting Point
KNOSIAN CAVERN
Knosian Cavern is more of a hole in the side of a cliff than an actual
cavern. If the PCs follow the metallic path of droplets, it leads them
here. Inside the hole, the trail of drops is thicker and more regular.
The hole is square, about 3 feet by 3 feet (1 m by 1 m), and goes about
4 feet (1.2 m) deep before it opens into a dark, round room that is
only slightly larger than the hole. Inside, a small metallic creature—1
foot (0.3 m) high and about half that in diameter—appears to be
melting. Long streams of metal drip from it, and it almost sounds as
if it’s panting. Attempts to communicate with the creature fail, and it
doesn’t attack or even move if approached.
If the cavern holds a KEY, it’s a large round plate of red metal that
appears to be stuck to the creature’s side, as if it tried to use the plate
to patch that part of its body together. Removing the KEY intact is
a level 3 task. The creature is small enough that the characters may
decide to take it with them. Repairing it is a level 6 task, requires
someone with cold or ice skills or equipment, and takes about an
hour. If the creature is repaired, it will follow the characters around,
repeating random things that it mishears them say.
64
FROM HERE TO SANGUINITY
USING THIS IN A FURTHER DEVELOPMENT
CAMPAIGN Read this section after the session is over.
Read this section only if you’re using the The PCs should earn 2 experience points
scenario in a campaign (and thus less likely (XP) for getting the teleportation device to
to be under time pressure). function.
If desired, you can start the scenario The PCs may have made some long-term
with PCs who are aware of the Sanguinites allies in the priests (and, consequently, among
and are seeking them out for another the people who live in the priests’ villages).
reason. Perhaps they’ve been sent to find Upon discovering the truth of their
priests who went missing or to retrieve religion, the surviving priests might forgo
the teleportation device for another client their faith completely, continue the charade
or another need. It’s possible that they so the people in their villages feel safe, or try
heard the brood’s telepathic call when it to destroy all of the remaining broods so they
first occurred and have been following the don’t harm more people. Those who return
creature’s trail ever since. to their villages give the characters an open
invitation to stop by anytime. Those who try
PLACEMENT IN to destroy the remaining broods might invite
THE NINTH WORLD the PCs to help or just ask the characters to
From Here to Sanguinity is suitable in any keep an eye out for such creatures on their
location that includes large swaths of travels. Broods thrive in protected spaces,
desertlike terrain. However, the landscape such as caves, hollowed-out structures, and
would fit particularly well along the outskirts very large, empty devices.
of the Jagged Wastes or within Errid PCs who choose to search for more broods Jagged Wastes,
Kaloum. and destroy them may come across any of page 187
the other adventures in this book as part of Errid Kaloum,
their search. page 191
65
ESCAPE FROM
THE OBELISK
The obelisk near BRIEF SUMMARY the obelisk is inhabited by a nano named
Duzanan village isn’t A deranged nano kidnaps and infects the Glethran. Glethran spent years exploring
the one shown on page PCs with a lethal condition. The characters and slowly converting various cavities and
129 of the Numenera
corebook—it’s not nearly
must find an antidote somewhere within the chambers within the obelisk to serve his
as large and it doesn’t nano’s prior-world facility before it’s too late. research needs. What’s more, he sometimes
produce water—but plucks travelers passing through Duzanan
it has some visual
similarities.
DETAILS to serve as experimental hosts to an Iron
An enormous prior-world obelisk hovers Wind-derived disease.
within sight of Duzanan village. The obelisk At some point—perhaps as the adventure
has been there “since forever,” or so the PCs begins—the PCs wake from what they
are told if they get a chance to ask about it. thought was a normal ten-hour rest. They
To the Duzanan locals, it’s just part of the find themselves somewhere completely
normal scenery, like a cloud that never drifts different from where they began their rest,
past. Unbeknownst to the average Duzana, which was possibly in or near Duzanan, but
66
ESCAPE FROM THE OBELISK
potentially anywhere; Glethran has a long image forms, showing a male human. The The weird tumor is a
metal-hard sparkling
reach. man—who almost seems to be standing
silver pustule with
Part of the nano’s experiment is to behind a pane of fogged glass—tells the invasive veins spreading
observe and record the PCs’ reactions to PCs, “I’m your host. Call me Glethran. As slowly through a victim’s
their new predicament. For their part, the of this moment, you have one day at most skin.
PCs discover that they each bear some kind before the Iron Wind-derived infection
The image was sent
of weird tumor on their skin that’s slowly I’ve given each of you transforms you
via one of the functions
growing larger. According to a message into a wondrously new but utterly lifeless of the Looking Glass,
delivered by Glethran, the tumors will substance. Until then, have fun exploring a device in Glethran’s
eventually transform each of them into the obelisk. If you’re especially lucky, maybe sanctum. Hurting or
disrupting the image has
an unmoving solid. The characters may you’ll get free—for all the good it’ll do you. no effect on the nano.
attempt to escape from the obelisk, though I’ll be watching!”
it would be wiser to find Glethran first and The chamber has four exits. All empty into Describe the interior of
force him to provide an antidote. curved, tubelike tunnels of spongy orange the obelisk as a series
material. of winding prior-worlds
chambers, connected by
SALIENT POINTS: ascending and descending
• A nano named Glethran captures the Reveal Show ’Em S to the players. tubelike hallways that
PCs and injects them with a slow-acting are spongy and have no
“virus” that will eventually kill them THE WRAP-UP windows.
unless an antidote or treatment is The Looking Glass, a level 8 device in
found. Glethran’s sanctum (which the nano Show ’Em S, page 81
• The PCs’ best chance for survival isn’t normally occupies), can cure the PCs if
getting out of the obelisk, but finding they apply the proper instruction sequence
an object that will unlock a healing or connect a proper input device to it. The Glethran: level 6; health
option in Glethran’s sanctum inside the Looking Glass can also send the characters 27; Armor 3 from an
structure. back to where they were kidnapped from, if esotery; long-range
matter-disruption
• Glethran knows the ins and outs of the they wish. Glethran is in the chamber, and
attack inflicts 6 points
obelisk, and he uses that knowledge the PCs must deal with him, too, though he of damage that ignore
against the PCs, mainly by teleporting isn’t automatically violent. Armor
them around with his Looking Glass.
• Glethran wants to study the PCs as they
change and deal with challenges, so
he doesn’t flee the obelisk even if the KEYS
characters seem to be finding success. This scenario has two keys.
• The obelisk is from the prior worlds;
Glethran has occupied it relatively Something that changes the phase of all the characters
recently. at once, rendering them immune to Glethran’s Looking
• The PCs must find one key that renders Glass meddling. This is a dimensional effect, but it could
them immune to the Looking Glass be rendered by possessing the proper knowledge or by
teleport function, and a second key that application of the proper device.
will cause the Looking Glass to cure
them of their infection. An object or a piece of specific numenera knowledge
• The PCs are effectively working against that serves as a command module or sequence
time as well as Glethran’s machinations. of instructions for the Looking Glass. Using it in
conjunction with the Looking Glass will cleanse the
STARTING POINT infected PCs of their troublesome Iron Wind-derived
After a discontinuity, the PCs awake in an tumors.
unfamiliar chamber that is obviously of the
prior worlds. The discontinuity could be If an encounter has the potential to include a key but does
anything—a ten-hour rest, darkness after not, it may have a few random cyphers instead, depending on
passing through an odd portal, a flash of the flow of the session. Overall, the entire scenario should offer
strange light, and so on. A two-dimensional the PCs approximately six to eight cyphers.
67
The Obelisk
FLOATING OBELISK
The obelisk is obviously of the prior worlds. The map OBELISK INTERIOR
shows a cross-section view. If the PCs find a way All the obelisk chambers shown on the map are
to get to the obelisk’s exterior (possibly by using a composed of spongelike orange material that is
phase-changer cypher or something similar), they hard to destroy (level 7). Though some tunnels
find a fairly smooth synth surface (level 8). Climbing may seem quite steep on the map cross-
up or down its exterior is a level 5 task. The obelisk’s section, they are easy to navigate normally.
bottom-most point is still about 1,000 feet (300
meters) above the rocky, mountainous ground below.
Since the obelisk spins slowly in place, PCs on the
exterior may eventually spy the village of Duzanan in
the distance.
WAKE UP
The PCs are deposited in this location by Glethran
(using the Looking Glass), and it is where events
described under Starting Point occur. From here, they
see a total of four passages. Two are dark, faint green
light shines from the passage leading down, and cold
blue light leaks from the passage leading up.
PREVIOUS VICTIM
A man named Kadak (level 5) is a previous victim of Glethran who
hasn’t yet fully succumbed to the nano’s infection. Half of Kadak’s
body (one arm, one leg, and half his face) has been transformed
to immobile, silvery metal, increasing the difficulty of all tasks he
attempts by three steps. Kadak says that Glethran’s image appears
sometimes to taunt him, and other times to pluck him from one
chamber and drop him into another, instantly. Kadak has given up
and is waiting for the transformation to complete so his suffering
will end.
Kadak either knows a command phrase or possesses a device that
serves as the KEY. Extracting that is a difficulty 5 task, however,
because he has lost interest in living.
GM Intrusion: Kadak’s touch or mere presence causes a character’s
own infection to advance, rendering the PC’s hand into a solid mass
of strange material.
GLETHRAN’S SANCTUM
This chamber is filled with numenera control panels, banks of machinery, and walls of mysterious
devices, but none are as impressive as the Looking Glass, which covers one wall. 30 ft
Reveal Show ’Em T (page 81) to the players. 9m
Glethran is here on the Looking Glass dais, though he doesn’t attack the PCs merely for finding
him. He wants to see whether they can save themselves from their situation—he is a dedicated
data gatherer. Of course, he defends himself if attacked, and he won’t permit the characters to
try to destroy the Looking Glass. If engaged in conversation, he indicates that the PCs may have
the means to save themselves, if they can find a way to program the Looking Glass in the proper
fashion; the nano himself has not discovered the method (though he hasn’t tried too hard).
If it comes to a fight, Glethran uses the Looking Glass to pluck a flock of five tetrahydras he’s had
his eye on for just such an occasion and drop them into the midst of the PCs. If things look bleak
for him, the nano attempts to escape through the Looking Glass.
Tetrahydra,
page 262
ESCAPE FROM THE OBELISK
70
ESCAPE FROM THE OBELISK
MYRAN THE HISTORIAN in some fashion or were following him to
Myran is a youngish man whose left hand is collect a bounty, and 2 XP for discovering Myran: level 4, all tasks
composed of some kind of solid silvery metal the Looking Glass. related to numenera as
level 6
that doesn’t move. If asked about the hand, The principal measure of success for
he shrugs and says it happened years ago. He the PCs is finding a way to get the Looking
is a bit spacey: his sentences tend to trail off Glass to cleanse them of their infection.
as he’s talking, as some new vista of thought Further exploration of the obelisk is
occurs to him. Myran’s home is full of various possible if the GM wishes to flesh out the
numenera, as well as books and scrolls. On interior.
the topic of the Looking Glass, he tells the PCs If Glethran escapes through the Looking
that it’s a local legend about a dimensional Glass, he will try to return to the obelisk
doorway, through which a user can walk to one day. However, before he does, he
his heart’s desire. Most people say it’s only a might inject his remaining doses of Iron
story, but Myran believes that if the Looking Wind-derived virus into hosts in the wild
Glass is anywhere, it’s up in the obelisk. to see how it responds outside the obelisk,
potentially setting a terrible plague in
PLACEMENT IN motion. If the PCs hear of the virus and
THE NINTH WORLD the damage it wreaks on victims, they
This adventure is suitable in any location likely recognize it as quite similar to what
that includes semi-mountainous terrain in they once suffered. Since the PCs are now
an out-of-the-way area, either in the Steadfast immune and know how victims might be
or in the Beyond. However, the obelisk is cleansed, the characters are ideally suited
particularly suited to the foothills of the Black to dealing with the problem if they wish
Riage mountains in eastern Thaemor. to provide aid. This might take place in Thaemor, page 152
Berenock, getting them involved in The
FURTHER DEVELOPMENT Spider Knight, or in Akkoris, drawing them
Read this section after the session is over. into Guilty!
The PCs should earn 2 experience points
(XP) for discovering Kadak if they help him
71
A
72
SHOW ’EMS
73
E
74
SHOW ’EMS
75
I
76
SHOW ’EMS
77
M
78
SHOW ’EMS
79
Q
80
SHOW ’EMS
81
CHEAT SHEET
ARMOR SPEED POOL POOLS
MIGHT COST REDUCTION Your Pool is the most basic measurement of a stat. Your three Pools
ARMOR TYPE PER HOUR WHILE WORN are Might, Intellect, and Speed.
Light armor (1 point of Armor) 1 2
Medium armor (2 points of Armor) 2 3
EFFORT
Heavy armor (3 points of Armor) 3 5 You apply Effort when your character is really working hard to
succeed. Applying Effort represents pushing yourself physically
WEAPON DAMAGE and/or mentally, and it costs. But for every level of Effort you apply,
Light weapon 2 points of damage (reduces the difficulty of the attack
you reduce the difficulty of your attempt by one step.
roll by one step)
To apply Effort, spend points from the applicable Pool:
Medium weapon 4 points of damage
Heavy weapon 6 points of damage • 1 level of Effort: 3 points (minus your Edge, if any)
• 2 levels of Effort: 5 points (minus your Edge, if any)
TASK DIFFICULTY
TASK TARGET • 3 levels of Effort: 7 points (minus your Edge, if any)
DIFFICULTY DESCRIPTION NO. GUIDANCE
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the EDGE
time. When a task requires you to spend points from a stat Pool, your
2 Standard 6 Typical task requiring focus, but
Edge for that stat reduces the cost. It also reduces the cost of
most people can usually do this.
applying Effort to a roll.
3 Demanding 9 Requires full attention; most people
have a 50/50 chance to succeed. ASSETS
4 Difficult 12 Trained people have a 50/50 chance to An asset is anything that helps in a significant way, including
succeed. a tool or piece of equipment, aid from another character, or a
5 Challenging 15 Even trained people often fail. circumstance that benefits the attempt.
If your GM agrees that you have an asset, it reduces a task’s
6 Intimidating 18 Normal people almost never succeed.
difficulty by one step.
7 Formidable 21 Impossible without skills or great effort.
8 Heroic 24 A task worthy of tales told for years
afterward. SKILLS
9 Immortal 27 A task worthy of legends that last Skills represent general areas of expertise, and are defined loosely and
lifetimes. broadly. If your GM agrees that an area of training applies, it’s sort of
like an asset—it reduces the difficulty by one step. Some characters
10 Impossible 30 A task that normal humans couldn’t become specialized in a skill, which reduces the difficulty by two steps.
consider (but one that doesn’t See the Numenera corebook (page 25) for a list of sample skills.
break the laws of physics).
Connection
Uraz is never fooled by your illusions
Crail
or affected by your trickery abilities. You
suspect it has something to do with the Stealthy
mechanism fused to him. You’d like to
learn the limits, but you are hesitant to
jack
reveal his immunity.
Crafts Illusions
Background
Your best friend from childhood is now an
Aeon Priest.
1 1
2
Magnetic attack drill (level 5), page 289
10 Monoblade (level 7), page 291
15
Stealthy Tasks X 1
Interactions involving lies or trickery X 13
Esoteries or abilities involving X
illusions or trickery
Intimidation X
Clothing
Synth sleeveless tunic (light armor)
Explorer’s pack
1
Pack of light tools
12 medium bolts
Practiced With Light and Medium Weapons
Flex Skill
Skill with Defense: Speed
Practiced in Armor
Minor Illusion (1 Intellect point)
8
1
A metallic, halo-like disc that, once placed
Inability in movement-related tasks
above the head, floats there indefinitely.
Clawed gauntlet (light) -1 2
Crossbow (medium) 4
Connection
Haro is particularly tuned into your
Etolas
mental powers. While you’re within short
range of her, the two of you are always in Strong-Willed
telepathic contact, and (if you were high
enough tier), you suspect she would not
nano
be harmed by your Psychic Bursts.
Commands Mental Powers
Background
You trained for a time with a group of
Aeon Priests, and they still look upon you
with fondness. Most of them, anyhow.
1 1
3
Datasphere siphon (level 6), page 283
10 Eagleseye (level 5), page 285
Friction-reducing gel (level 5), page 286
10
19
1
Resisting mental effects X
Tasks requiring incredible focus or X
concentration
Understanding and identifying X
numenera Clothing
A book of the numenera
Purple head covering artifact adds 1 point
1
to your Intellect Pool (already added to
your Pool). If you’re ever without the
Practiced With Light Weapons
artifact, subtract 5 points from your
Onslaught (1 Intellect point)
Intellect Pool; the points are restored if
Ward (already figured in Armor)
you regain the item.
Telepathic (1+ Intellect points)
6
1
Inability: figuring out puzzles or problems,
memorizing things, or using lore Canister that produces an extremely foul
odor and a puff of dark red smoke when
Dagger (light) -1 2 opened
Connection
Etolas can cause your telekinetic powers
Haro
to act oddly. Every once in a while, if he
stands directly next to you, your powers Clever
are cancelled, but at other times, they
seem to improve.
nano
Karner seems like he’s got something
Focuses Mind Over Matter
Background
You learned nano-sorcery in the temple
of an obscure god. Its priests and
worshippers, although small in number,
respect and admire your talents and
potential.
1 1
3
Sheen (level 6), page 294
8 Stim (level 5), page 295
Catseye (level 4), page 282
11
17
1
All Interactions involving lies or trickery X
Defense against mental effects X
Understanding and identifying X
numenera
Clothing
A book of the numenera
A pack of light tools
1
Trained in all tasks involving, identifying or
assessing danger, lies, quality, importance,
function or power.
Mental esoteries
14
1
Practiced With Light Weapons
Programmable tattoos; you can alter the
Onslaught (1 Intellect point)
tattoos on your body if you spend an hour
Scan (2 Intellect points)
Dagger (light) -1 2 concentrating on how you’d like them to
Deflect Attacks (1 Intellect point)
appear.
Inability at any task involving lore and
knowledge not related to the numenera
Connection
You are always trying to impress Haro
Karner
with your skill, wit, appearance, or
bravado. Up to this point, anyway, she Swift
seems oblivious.
You like to imbibe, sometimes a little
glaive
too much. You overdid it once, but
Fights With Panache
Background
You have a relative who holds a fairly high
position of authority. You ran away from
all that because governing and ruling
seemed more trouble than fun.
1 1
Initiative X 2
Detonation, sonic (level 8), page 285
Running X
16 Instant servant (level 5), page 288
1
14
1
8
Clothing (extremely stylish)
Explorer’s pack
Extra throwing daggers x3
1
Chainmail hauberk (medium armor);
reduce Speed Pool by 1 while worn
Practiced in Armor
Practiced With All Weapons
Pierce (1 Speed point)
Thrust (1 Might point)
Attack Flourish
2
2
A throwing-verred (twin-bladed short
(Inability at balancing offset by training in
sword) that deals only 1 point of damage,
balancing)
Sword-staff (heavy) 6 but always reappears in your hand within
Dagger (light) -1 2 a few hours if you haven’t already
retrieved it.
Broadsword, jeweled (med) 4
Connection
You risked your life to save Crail’s during
Tanasia
an attack by broken hounds. You were
wounded, and though you were healed, Graceful
the wound still sometimes pains you.
Whether Crail knows this is up to you.
glaive
You know a secret word that makes
Masters Weaponry
Background
You trained in an isolated monastery far
away. The monks think of you as a sibling,
but you’re a stranger to all others.
1 1
Balance and careful movement X 2
Detonation, gravity (level 6), page 284
Physical performing arts X
16 Gravity-nullifying spray (level 8), page 287
Speed defense X
1
Jumping X
12
1
8
Clothing
Explorer’s pack
Shield
1
Synth bodywrap (medium armor); reduce
Speed Pool by 1 while worn
Practiced in Armor
12 medium bolts
Practiced With All Weapons
Thrust (1 Might point)
Pierce (1 Speed point)
Weapon Master: +1 damage with broadsword
5
3
(already figured in attacks)
Pair of holsters containing metallic
objects with handles and triggers that
Broadsword (medium) 5 instantly etch tattoos when they are
Crossbow (medium) 4 pressed against flesh and the trigger is
pulled; one etches a black scorpion, the
other a red eye
Connection
Tanasia knows a secret command word
Uraz
that renders you unconscious for up
to one minute, during which time a Mechanical
“battle AI” comes online in your fused
exoskeleton and acts according to its
jack
own mysterious agenda (which the GM
Fuses Flesh and Steel
Background
You worked alongside your father, who
was skilled in many things, and in fact
fused you to the mechanical exoskeleton
when you would have otherwise died
from a terrible fall. Then one day he
disappeared with no explanation.
1 1
2
Density nodule (level 6), p 283
14 Force shield projector (level 7), page 286
14
Speed defense X
16
1
Understanding and identifying X
numenera
Intellect defense X
Clothing
Explorer’s pack
Light tools
1
Parts to repair yourself (see Special
Healing)
Sense “magic”/numenera
5-disk buzzer magazine
Esotery: Hedge Magic (1 Intellect point)
Practiced With Light and Medium Weapons
Flex Skill
Trained Without Armor (already figured under Skills)
8
1
Skill with Defense: Intellect (already figured under
“Waldo” attached to your mechanical
Skills)
frame that allows you to manipulate or
Special Healing, page 64
Dagger, punching (light) -1 2 hold objects without directly touching
Enhanced Body (already figured under Pools and Armor)
Buzzer (light) -1 2 them
Inability in tasks involving charm, persuasion,
Amber crystal that glows as bright as a
or deception
candle when held
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Asgard. Oz. LV-486 or Gotham. The Dreamlands or the Victorian London of Sherlock Holmes or Jack the Ripper.
Worlds even more exotic or bizarre, driven by laws of magic, psionics, or mad science.
You call them recursions. They’re like limited pocket dimensions with their own laws of reality, connected to Earth via
a dark energy network beneath the normal matter of the universe. A dangerous, chaotic network known as the Strange.
When you visit these worlds, you adapt to them, taking on some of the physical aspects and knowledge of the
natives. You become, in part at least, a different version of yourself.
But there are others on Earth who know about these secret worlds, and who covet the treasures, the knowledge, and
sometimes the power they offer.
And some denizens of these recursions have the spark: self-awareness. Sentience. The ability to form their own
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